Skip to content

Jump Attack

This guide details how to configure the Jump Attack combat ability for the Bull Boss AI entity. It covers ability parameter configuration, root motion setup, animation binding, collider assignments for landing impacts, and camera shake event integration.


1. Overview & Ability Configuration

Add the Jump Attack ability to the boss ability entries and configure its physical movement parameters.

Steps

  1. Select the Bull Boss GameObject in the hierarchy.
  2. Open the Enemy Ability System component.
  3. Set the probability of other previously created abilities to 0% so you can focus exclusively on testing the Jump Attack.
  4. Add or expand an ability entry group and set the ability type/name to Jump Attack Ability.
  5. Set Probability to 100%.
  6. Check Apply Root Motion.
  7. Configure vertical movement and timing parameters:
  8. Jump Height (Vertical Height): 5
  9. Jump Duration: 1.1 seconds

2. Animation Setup

Import and bind the Jump Attack animation to the boss animator component.

Steps

  1. Expand the Animation Setup Tool on the Bull Boss inspector.
  2. Click Add Animation.
  3. Locate the Jump Attack animation clip in the Animations folder in your Project panel.
  4. Drag and drop Jump Attack into the field and set its name to Jump Attack.
  5. Click Add to Animator.
  6. Scroll back up to the Enemy Ability System component and set Jump Animation to Jump Attack.

3. Land Attack Collider & Activation Setup

Configure attack colliders that trigger when the boss lands. You can reuse an existing charging collider or create a dedicated jump attack collider.

3.1 Reusing or Creating a Landing Collider

  1. Locate your attack collider object in the hierarchy (e.g., the charging collider).
  2. Rename the object to Charging and Jump Attack Collider if using it for both abilities.

    Note: If you prefer a unique hit volume for the jump attack, duplicate the object, adjust its collider shape/size in the inspector, and ensure a Knockback Trigger component is attached.

3.2 Binding Collider to Ability Activation

  1. Select Bull Boss and locate the Jump Attack Ability parameters in the inspector.
  2. Under Objects to Activate on Land, add an entry:
  3. Drag and drop Charging and Jump Attack Collider into this field.
  4. Set the remaining operational timing values:
  5. Objects Deactivation Time: 1 second (Deactivates the collider automatically after 1s).
  6. Idle Animation Delay: 2 seconds (Plays the idle animation after a 2-second delay).

4. Camera Shake Event Setup

Add landing feedback by triggering a camera shake when the boss impacts the ground.

4.1 Configuring the Camera Shaker Trigger Object

Ensure you have a Camera Shake Trigger Automatic GameObject in your scene configured with the following properties: * Script: Camera Shake Trigger component attached. * Looping Duration: 0.5 seconds. * Oscillation Speed: 10. * Offset/Z-Axis: Set to your desired impact value.

4.2 Adding the Event Listener

  1. Select Bull Boss and scroll to the event listener section of the Enemy Ability System.
  2. Remove any previous event listeners that were used for other abilities (e.g., charging).
  3. Click Add Event Listener.
  4. Set the event callback type to On Landing Impact.
  5. Click the + icon to add an action:
  6. Target Object: Drag and drop Camera Shake Trigger Automatic.
  7. Function: Select CameraShakeTrigger -> TriggerShake.

5. Testing & Verification Checklist

  • [ ] Probability: Jump Attack set to 100%, other abilities set to 0% for testing.
  • [ ] Root Motion: Apply Root Motion is enabled.
  • [ ] Animation: Jump Attack clip is assigned in the ability system.
  • [ ] Landing Collider: Object assigned under Objects to Activate on Land with a Deactivation Time of 1 second.
  • [ ] Camera Shake Event: On Landing Impact listener set to call TriggerShake.
  • [ ] Play Mode Check: Verify the jump arc height, landing impact timing, collider bounds, and camera shake in Play Mode.