Ground Slam
This guide walks through configuring the Ground Slam combat ability for the Bull Boss New AI entity. This includes setup for ability probability, ground slam animations, shockwave visual effects (VFX), area-of-effect (AoE) damage/knockback triggers, and event-driven camera and camera shake effects.
1. Overview & Ability Configuration
Add the Ground Slam ability alongside existing abilities (like Melee Attack) within the same distance range group.
Steps
- Select the Bull Boss New GameObject in the hierarchy.
- Locate the Enemy Ability System component.
- Under the existing distance range subgroup (
0 to 20meters): - Click Add Ability Entry Group and select Ground Slam.
- Adjust the Melee Attack Probability to
0%temporarily during testing so the boss only uses the Ground Slam ability. - Set the Slam Attack Range to
10.
2. Animation Setup
Import and bind the Ground Slam animation to the animator component.
Steps
- In the Project panel, locate the
Ground Slamanimation asset (found underAnimations). - Expand the Animation Setup Tool on the
Bull Boss Newinspector. - Drag and drop the
Ground Slamanimation asset into the tool. - Name the animation entry
Ground Slam. - Click Add to Animator.
- Navigate back to the Enemy Ability System, click the Ground Slam entry, and assign the newly added
Ground Slamanimation state.
3. Shockwave Effect (VFX) & Damage Area Setup
Configure the visual shockwave effect and the corresponding collision detection volume.
3.1 Importing and Scaling the Shockwave
- Import the free Quick Effects Volume 1 (Built-in Render Pipeline) asset package (by Gabriel Aguiar).
- In the Project window, search for
Shockwave_FX. - Drag and drop
Shockwave_FXinto the hierarchy as a child or placed scene object. - Adjust its transform settings:
- Position and Scale: Place slightly below ground level and scale it
- Ensure local position aligns properly on the X and Z axes (
0, 0). - In the Particle System settings, ensure Looping is unchecked.
3.2 Setting Up the Damage Area & Hitbox
- Right-click the
Shockwave_FXGameObject -> Create Empty and name itDamage Area. - Add a Sphere Collider to
Damage Area: - Set Radius / Scale to
2. - Check Is Trigger.
- Add a Hitbox component to
Damage Area: - Damage:
10 - Owner: Drag and drop
Bull Boss New. - Compare Enemy: Checked (assign
Bull Boss New). - Auto Activate on Start: Checked.
- Activation Delay:
0.4or0.5seconds. - Deactivate Hitbox on Hit: Checked.
- Deactivate Hitbox After Time: Checked (Set duration to
3seconds).
4. Binding VFX to Boss Ability Parameters
Link the shockwave object and activation timing back to the boss AI system.
Steps
- Select
Bull Boss Newin the hierarchy. - In the Ground Slam ability settings, assign parameters:
| Parameter | Recommended Value | Description |
| :--- | :--- | :--- |
| Ground Slam Effect | Assign
Shockwave_FX| The visual game object spawned/activated. | | Effects Trigger Delay |1.7to1.8seconds | Delay after animation starts before activating VFX. | | Particles Fade Time |3seconds | Duration before particles fade out completely. | | Delay Before Idle |2seconds | Wait time after slam before returning to idle. | - Deactivate the
Shockwave_FXGameObject in the hierarchy so it is disabled by default.
5. Knockback Trigger Setup
Replace the simple Hitbox with a Knockback Trigger to apply force and damage to the player simultaneously.
Steps
- Select the
Damage Areaobject underShockwave_FX. - Remove or Disable the standard
Hitboxcomponent (if using Knockback instead). - Click Add Component and search for
Knockback Trigger. - Configure the settings:
- Collision Damage:
10 - Enemy Colliders: Drag and drop the boss's colliders (e.g., main body collider and weapon collider) into the array so self-collision is ignored.
6. Camera Shake Trigger & Event Listener
Add visual impact to the ground slam by triggering a camera shake when the shockwave activates.
6.1 Adding the Camera Shake Trigger
- Right-click on
Bull Boss New-> Create Empty and name itCamera Shake Trigger. - Add the
Camera Shake Triggerscript component.Note: Ensure a valid
Camera Shakescript exists on your Main Camera or Scene Manager in the hierarchy. - Configure the trigger settings:
- Return Duration:
0.3 - Min Rotation: X = 0, Y = 0, Z = -0.3
- Max Rotation: `X = 0, Y = 0, Z = 0.3
6.2 Binding to Ability Event Listener
- Select
Bull Boss Newand open the Enemy Ability System. - Under the Ground Slam configuration, expand Add Event Listener.
- Select the event
On Ground Slam Effect Activated. - Click the
+sign to add an action: - Target: Drag and drop the
Camera Shake TriggerGameObject. - Function: Select
CameraShakeTrigger -> TriggerShake.
7. Testing & Fine-Tuning Checklist
Verify all settings before playing:
- [ ]
Shockwave_FXGameObject is disabled in the hierarchy. - [ ] Particle System Looping is turned off.
- [ ]
Effects Trigger Delayis fine-tuned so the visual wave matches the exact frame the boss hits the ground (~1.7s–1.8s). - [ ]
Knockback Triggercorrectly deals damage and applies impulse to the target player upon collision. - [ ]
Camera Shake Triggerfires on theOn Ground Slam Effect Activatedevent callback.