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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

  1. Select the Bull Boss New GameObject in the hierarchy.
  2. Locate the Enemy Ability System component.
  3. Under the existing distance range subgroup (0 to 20 meters):
  4. Click Add Ability Entry Group and select Ground Slam.
  5. Adjust the Melee Attack Probability to 0% temporarily during testing so the boss only uses the Ground Slam ability.
  6. Set the Slam Attack Range to 10.

2. Animation Setup

Import and bind the Ground Slam animation to the animator component.

Steps

  1. In the Project panel, locate the Ground Slam animation asset (found under Animations).
  2. Expand the Animation Setup Tool on the Bull Boss New inspector.
  3. Drag and drop the Ground Slam animation asset into the tool.
  4. Name the animation entry Ground Slam.
  5. Click Add to Animator.
  6. Navigate back to the Enemy Ability System, click the Ground Slam entry, and assign the newly added Ground Slam animation 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

  1. Import the free Quick Effects Volume 1 (Built-in Render Pipeline) asset package (by Gabriel Aguiar).
  2. In the Project window, search for Shockwave_FX.
  3. Drag and drop Shockwave_FX into the hierarchy as a child or placed scene object.
  4. Adjust its transform settings:
  5. Position and Scale: Place slightly below ground level and scale it
  6. Ensure local position aligns properly on the X and Z axes (0, 0).
  7. In the Particle System settings, ensure Looping is unchecked.

3.2 Setting Up the Damage Area & Hitbox

  1. Right-click the Shockwave_FX GameObject -> Create Empty and name it Damage Area.
  2. Add a Sphere Collider to Damage Area:
  3. Set Radius / Scale to 2.
  4. Check Is Trigger.
  5. Add a Hitbox component to Damage Area:
  6. Damage: 10
  7. Owner: Drag and drop Bull Boss New.
  8. Compare Enemy: Checked (assign Bull Boss New).
  9. Auto Activate on Start: Checked.
  10. Activation Delay: 0.4 or 0.5 seconds.
  11. Deactivate Hitbox on Hit: Checked.
  12. Deactivate Hitbox After Time: Checked (Set duration to 3 seconds).

4. Binding VFX to Boss Ability Parameters

Link the shockwave object and activation timing back to the boss AI system.

Steps

  1. Select Bull Boss New in the hierarchy.
  2. 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 | 1.7 to 1.8 seconds | Delay after animation starts before activating VFX. | | Particles Fade Time | 3 seconds | Duration before particles fade out completely. | | Delay Before Idle | 2 seconds | Wait time after slam before returning to idle. |
  3. Deactivate the Shockwave_FX GameObject 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

  1. Select the Damage Area object under Shockwave_FX.
  2. Remove or Disable the standard Hitbox component (if using Knockback instead).
  3. Click Add Component and search for Knockback Trigger.
  4. Configure the settings:
  5. Collision Damage: 10
  6. 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

  1. Right-click on Bull Boss New -> Create Empty and name it Camera Shake Trigger.
  2. Add the Camera Shake Trigger script component.

    Note: Ensure a valid Camera Shake script exists on your Main Camera or Scene Manager in the hierarchy.

  3. Configure the trigger settings:
  4. Return Duration: 0.3
  5. Min Rotation: X = 0, Y = 0, Z = -0.3
  6. Max Rotation: `X = 0, Y = 0, Z = 0.3

6.2 Binding to Ability Event Listener

  1. Select Bull Boss New and open the Enemy Ability System.
  2. Under the Ground Slam configuration, expand Add Event Listener.
  3. Select the event On Ground Slam Effect Activated.
  4. Click the + sign to add an action:
  5. Target: Drag and drop the Camera Shake Trigger GameObject.
  6. Function: Select CameraShakeTrigger -> TriggerShake.

7. Testing & Fine-Tuning Checklist

Verify all settings before playing:

  • [ ] Shockwave_FX GameObject is disabled in the hierarchy.
  • [ ] Particle System Looping is turned off.
  • [ ] Effects Trigger Delay is fine-tuned so the visual wave matches the exact frame the boss hits the ground (~1.7s–1.8s).
  • [ ] Knockback Trigger correctly deals damage and applies impulse to the target player upon collision.
  • [ ] Camera Shake Trigger fires on the On Ground Slam Effect Activated event callback.