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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

  1. Select the Bull Boss GameObject in your scene hierarchy.
  2. In the Inspector, navigate to the Enemy Ability System component and add a new ability to the group.
  3. Set the Ability Type to Meteor Strike.
  4. Adjust probabilities for testing isolation:
  5. Set Chase and Attack Probability (and other abilities) to 0%.
  6. Set Meteor Strike Probability to 100%.
  7. Configure target and animation parameters:
  8. Look Mode: Set to Target.
  9. Idle Animation: Set to Idle.
  10. Idle Delay: Set to 1 second.

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

  1. In the project folder, locate the animation clip named spell_01 inside Boss AI Toolkit -> Animations.
  2. Select the Bull Boss GameObject.
  3. Open the Animation Setup Tool.
  4. Add the spell_01 animation clip and rename its parameter to magic area.
  5. Click Add to Animator Controller.
  6. Return to the Meteor Strike ability parameters in the Inspector and select magic area from 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

  1. Search for lightning aura in the Project window and add it under the Bull Boss hierarchy.
  2. Ensure the lightning aura GameObject is deactivated by default in the scene hierarchy.
  3. Select the Bull Boss GameObject.
  4. Drag and drop the lightning aura GameObject 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

  1. Search for the Meteor AOE prefab inside the Hovl Studio folder and drag it into the scene hierarchy.
  2. Right-click the Meteor AOE object -> Create Empty and name it Hitbox.
  3. Select Hitbox and click Add Component -> Hitbox:
  4. Auto Activate On Start: Checked.
  5. Activation Delay: 0.3 seconds.
  6. Damage: 1.
  7. Continuous Damage: Checked.
  8. Damage Interval: 0.25 seconds.
  9. Deactivate Hitbox On Hit: Unchecked.
  10. Deactivate Hitbox After Time: Unchecked.
  11. Add a Sphere Collider to the Meteor AOE parent prefab:
  12. Adjust the sphere size to fit the intended area of effect.
  13. Check Is Trigger.

Step 4.2: Team Member Component Setup

  1. Select Meteor AOE and click Add Component -> Team Member.
  2. Set My Body Part Target to Meteor Strike (or the root Meteor AOE object).
  3. Copy the exact Team Name string from the Bull Boss and paste it into the Team Member component on the meteor.
  4. Check Compare Enemy.
  5. Drag and drop the Meteor AOE GameObject into the Owner reference slot.

Step 4.3: Apply Changes to Prefab

  1. Click Overrides -> Apply All at the top of the Inspector on Meteor AOE to save changes.
  2. 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

  1. Drag the Meteor AOE prefab back into the scene.
  2. Select all child particle systems attached to the meteor asset.
  3. Change the Duration setting on all child particle components from 5 seconds to 1 second so particles spawn continuously without abruptly looping over long durations.

Step 6.2: Adding Particle Auto Fade Component

  1. Select the root Meteor AOE object and click Add Component -> Particle Auto Fade.
  2. Set Total Lifetime to 10 seconds (matching the Spawned Objects Lifetime).
  3. Set Fade Duration to 5 seconds (allowing a 5-second active phase followed by a 5-second smooth fade out).
  4. Lock the Inspector window.
  5. Highlight all child particle system components under Meteor AOE and drag them into the Particle References array field.
  6. Click Overrides -> Apply All to update the prefab asset.
  7. 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 are 0%.
  • [ ] Animation: magic area animation clip is selected.
  • [ ] VFX State: lightning aura is 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 Damage is enabled with 0.25s interval and 0.3s activation delay.
  • [ ] Fade Sync: Particle Auto Fade total lifetime (10s) matches Spawned Objects Lifetime (10s).