Meteor Strike
This setup provides a comprehensive step-by-step guide for setting up the Meteor Strike Ability on the Bull Boss using the Boss AI Toolkit in Unity. It covers ability configuration, animation setup, prefab damage/hitbox configuration, particle fading optimization, and visual effects setup.
1. Combat Ability Configuration
Set up the Meteor Strike ability parameters in the Enemy Ability System and isolate the ability to facilitate testing.
Steps
- Select the Bull Boss GameObject in your scene hierarchy.
- In the Inspector, navigate to the Enemy Ability System component and add a new ability to the group.
- Set the Ability Type to Meteor Strike.
- Adjust probabilities for testing isolation:
- Set Chase and Attack Probability (and other abilities) to
0%. - Set Meteor Strike Probability to
100%. - Configure target and animation parameters:
- Look Mode: Set to
Target. - Idle Animation: Set to
Idle. - Idle Delay: Set to
1second.
2. Magic Area Animation Setup
If the magic area animation is not currently present on your animator controller, use the Animation Setup Tool to add it.
Steps
- In the project folder, locate the animation clip named
spell_01insideBoss AI Toolkit -> Animations. - Select the Bull Boss GameObject.
- Open the Animation Setup Tool.
- Add the
spell_01animation clip and rename its parameter tomagic area. - Click Add to Animator Controller.
- Return to the Meteor Strike ability parameters in the Inspector and select
magic areafrom the magic animation dropdown list.
3. Visual FX (Lightning Aura) Integration
Assign an aura effect to play on the boss during the ability casting phase.
Steps
- Search for
lightning aurain the Project window and add it under the Bull Boss hierarchy. - Ensure the
lightning auraGameObject is deactivated by default in the scene hierarchy. - Select the Bull Boss GameObject.
- Drag and drop the
lightning auraGameObject into the Effects field under the Meteor Strike ability settings.
4. Meteor Prefab & Hitbox Setup
Prepare the Meteor AOE prefab with physics colliders, a custom hitbox script, and team detection to properly damage the player.
Step 4.1: Hitbox & Physics Setup
- Search for the
Meteor AOEprefab inside theHovl Studiofolder and drag it into the scene hierarchy. - Right-click the Meteor AOE object -> Create Empty and name it
Hitbox. - Select Hitbox and click Add Component -> Hitbox:
- Auto Activate On Start: Checked.
- Activation Delay:
0.3seconds. - Damage:
1. - Continuous Damage: Checked.
- Damage Interval:
0.25seconds. - Deactivate Hitbox On Hit: Unchecked.
- Deactivate Hitbox After Time: Unchecked.
- Add a Sphere Collider to the Meteor AOE parent prefab:
- Adjust the sphere size to fit the intended area of effect.
- Check Is Trigger.
Step 4.2: Team Member Component Setup
- Select Meteor AOE and click Add Component -> Team Member.
- Set My Body Part Target to
Meteor Strike(or the root Meteor AOE object). - Copy the exact Team Name string from the Bull Boss and paste it into the Team Member component on the meteor.
- Check Compare Enemy.
- Drag and drop the Meteor AOE GameObject into the Owner reference slot.
Step 4.3: Apply Changes to Prefab
- Click Overrides -> Apply All at the top of the Inspector on Meteor AOE to save changes.
- Delete the temporary Meteor AOE instance from the scene hierarchy.
5. Spawning & Timing Parameters
Configure how many meteors drop, their lifetime, and their spatial distribution around the player target.
Steps
Select the Bull Boss GameObject and configure the following parameters under Meteor Strike:
| Parameter | Recommended Value | Description |
|---|---|---|
| Spawn From Targets | Checked | Spawns meteors relative to player location. |
| Spawn Range | 20 meters |
Maximum radius around target where meteors land. |
| Distance Between Spawned Objects | 6 meters |
Minimum spatial separation between individual meteors. |
| Prefab Slot | Meteor AOE Prefab |
The configured meteor prefab. |
| Spawn Count | 5 |
Total number of meteors spawned per ability. |
| Delay Between Spawn | 1 second |
Delay before initiating the spawn wave. |
| Delay Between Each Spawn | 1 second |
interval between each meteor dropping. |
| Spawned Objects Lifetime | 10 seconds |
Duration before the meteor prefab object is destroyed. |
6. Particle Auto-Fade Optimization
To prevent particle looping bugs (where 5-second particle systems restart when Spawned Objects Lifetime is set to 10 seconds), configure particle looping and smooth fade-out behavior.
Step 6.1: Particle Duration Modification
- Drag the
Meteor AOEprefab back into the scene. - Select all child particle systems attached to the meteor asset.
- Change the Duration setting on all child particle components from
5seconds to1second so particles spawn continuously without abruptly looping over long durations.
Step 6.2: Adding Particle Auto Fade Component
- Select the root Meteor AOE object and click Add Component -> Particle Auto Fade.
- Set Total Lifetime to
10seconds (matching theSpawned Objects Lifetime). - Set Fade Duration to
5seconds (allowing a 5-second active phase followed by a 5-second smooth fade out). - Lock the Inspector window.
- Highlight all child particle system components under Meteor AOE and drag them into the Particle References array field.
- Click Overrides -> Apply All to update the prefab asset.
- Unlock the Inspector and remove the instance from the hierarchy.
7. Verification Checklist
Before running the scene to test the Meteor Strike ability, verify the following:
- [ ] Probabilities: Meteor Strike probability is
100%, and other abilities are0%. - [ ] Animation:
magic areaanimation clip is selected. - [ ] VFX State:
lightning aurais disabled in the hierarchy and assigned to the Effects field. - [ ] Collider: A Sphere Collider with Is Trigger checked is attached to
Meteor AOE. - [ ] Damage Settings:
Continuous Damageis enabled with0.25sinterval and0.3sactivation delay. - [ ] Fade Sync:
Particle Auto Fadetotal lifetime (10s) matchesSpawned Objects Lifetime(10s).