Introduction
DESIGN CONCEPT
This tool's main goal is to create a versatile and modular system for building various traps and environmental hazards. By separating the trap control unit from the mechanisms, each part of a trap's movement and effects can be controlled and re-used. Each mechanism can have its own set of audio and particle effects and damage components.
For example, if you have a saw trap that rotates and slides up and down in its slot, it consists of two movements. Each movement can be controlled separately, without the need to edit a pre-made animation. If you want the slot to be longer, you only need to edit the modular slot parts and tweak the sliding mechanism a little.
Trigger: This component interacts with the player, and controls the trap by activate, deactivate or toggle.
Trap: representation of the trap which contains the mechanisms. One trap can control multiple mechanisms.
Mechanism: These components define how the trap parts work. You can combine multiple mechanisms for complex trap movements - for example, a rotating blade that also slides up and down in a slot.
Effect Handlers: Use the effect handlers to subscribe to certain mechanism events and play, pause and stop particles or audio clips.
ADDING TRAP COMPONENTS TO A GAME OBJECT
You can access these tools from the component menu by either navigating to the desired component, or typing in the search bar and choose from the results.

QUICK ACCESS TO THE DOCUMENTATION

In the Inspector, clicking on the help icon
will open the corresponding page.
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Last modified 6mo ago
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