Flamethrower
This guide details how to configure the Flamethrower combat ability for the Bull Boss New AI entity It covers importing and trimming animations, IK layer settings, parenting particle effects, setting up continuous hitbox damage, and attaching audio sources
1. Overview & Ability Configuration
Add the Flamethrower ability to the boss's active ability entry group and adjust its probability for testing
Steps
- Select the Bull Boss New GameObject in the hierarchy
- Open the Enemy Ability System component
- Set the probability of other abilities (e.g., Ground Slam) to
0%to focus on testing the Flamethrower - Click Add Ability Entry Group and set the ability type to Flamethrower
- Set Rotation Mode to
Rotate Only Upper Body - Set Flamethrower Probability to
100%
2. Animation Import, Trimming & Animator Setup
Download the required animation asset from Mixamo, optimize it, and bind it to the animator state
2.1 Importing & Trimming Animation
- Go to Mixamo, search for the
Yellingclip (specificallyYelling Out), and download it for Unity - Import the downloaded
.FBXfile into your project folder (e.g.,Mixamo Animations) - Select the file in the Project view and change Rig Type to
Humanoid, then click Apply - Open the Animation tab in the inspector:
- Trim the start and end of the clip so only the core roaring/yelling duration remains
- Set Loop Time to Checked
- Set Based Upon to
Originaland click Apply
2.2 Adding to Boss Animator
- Select Bull Boss New and expand the Animation Setup Tool
- Drag and drop the trimmed
Yelling Outclip into the tool and rename it toRoar - Click Add to Animator and Optimize Animation Clip
- (Optional) Delete the original
Yelling OutFBX file - Open the Animator Window:
- Select the
Roarstate node and set Speed to0.2 - Select the transition from Any State -> Roar and change Transition Duration to
0.4 - Navigate back to the Enemy Ability System on
Bull Boss Newand assignRoaras the animation clip for the Flamethrower ability
Important (Upper Body Tracking): In the Animator Window, switch to the Layers tab and check the IK Pass checkbox This ensures the boss's upper body dynamically rotates to track the target while performing the ability
3. Particle Effect & Bone Placement
Attach the visual particle effect to the boss's head bone.
Steps
- In the Project window, search for the
Flamethrower Lootparticle prefab - Drag
Flamethrower Lootinto the scene hierarchy - In the hierarchy of
Bull Boss New, expand the bone hierarchy:
Bull Boss New -> Neck -> Head - Drag and drop
Flamethrower VFXto make it a direct child of theHeadbone - Adjust the local position/rotation of the particle effect to align with the head
- Deactivate the
Flamethrower VFXGameObject by default
4. Damage Area & Hitbox Setup (Continuous Damage)
Create an area-of-effect collider to deal continuous damage to the player during the flamethrower attack
4.1 Creating the Damage Area
- Right-click the
Flamethrower VFXGameObject -> Create Empty and name itDamage Area - Add a Capsule Collider component:
- Set Direction / Axis to
Z-Axis - Scale and shape the collider to match the length and spread of the flame cone
- Check Is Trigger
4.2 Configuring the Continuous Hitbox
- Add a Hitbox component to the
Damage AreaGameObject - Configure the properties:
- Damage:
1 - Owner: Drag and drop
Bull Boss New - Compare Enemy: Checked (Assign
Bull Boss New) - Activation Mode:
Auto Activate On Start - Activation Delay:
3seconds - Continuous Damage: Checked
- Damage Interval:
0.25seconds (Deals 1 damage every 0.25 seconds)
5. Linking Ability Parameters
Assign the particle object and timing configuration back to the boss ability settings
Steps
- Select
Bull Boss Newin the hierarchy - In the Flamethrower Ability Group, configure the following:
| Parameter | Recommended Value | Description |
|---|---|---|
| Effect | Assign Flamethrower VFX |
Particle object activated during ability |
| Is Particle Effect | Checked | Tells system to handle object as a particle |
| Effect Delay | 1 second |
Delay after animation starts before activating flames |
| Ability Lifetime | 10 seconds |
Total duration the flamethrower stays active |
| Idle Delay | 1 second |
Delay before returning to idle after ability completes |
6. Sound Setup (Optional)
Add continuous loop audio for the flames
Steps
- Select the
Flamethrower VFXGameObject in the hierarchy - Right-click -> Create Empty (or directly click Add Component) and select Audio Source
- Assign your flamethrower sound effect clip to the Audio Clip field
- Check Play On Awake
- Check Loop
Since the audio source is a child of the
Flamethrower VFXobject, the sound automatically plays when the particle effect is enabled and stops when disabled
7. Testing & Verification Checklist
- [ ] IK Pass: Checked in the Animator Layer settings (enables body tracking while flaming)
- [ ] Flamethrower Object: Disabled/Deactivated in hierarchy by default
- [ ] Continuous Hitbox:
Continuous Damagebox checked with properDamage Interval - [ ] Targeting Behavior: When player walks behind the boss, the boss stops the ability, turns to face the player, and resumes attacking