Player Vs Boss Setup
This setup provides a comprehensive guide to setting up a full boss battle using the Boss AI Toolkit. It covers configuring global tracking parameters, distance-based ability groups, combo chain attacks, multi-phase combat scaling, camera state switching, global sound hooks, and batch-utility tools.
1. Global Tracking & Rotation Controls
Configure the boss's rotation response to avoid continuous tracking and give the player fair opportunities to land hits during combat.
Steps
- Select the Bull Boss New GameObject in your scene hierarchy.
- In the Inspector, expand Global Settings:
- Smooth Look Rotation Delay: Set to
2seconds.- Purpose: Delaying target tracking keeps the boss from turning instantly toward the player constantly, opening up damage windows. Setting this to
0makes tracking instantaneous.
- Purpose: Delaying target tracking keeps the boss from turning instantly toward the player constantly, opening up damage windows. Setting this to
- Rotation Speed: Set to
200. - Spine Rotation: Set to
20. - Enable all directional/rotation checkboxes as required.
- Non-Combat Behavior: Set to
Idle.
2. Pre-Combat Configuration
Control whether the boss engages in pre-combat routines or directly transitions into battle.
Steps
- Expand the Pre-Combat Settings on the Bull Boss New GameObject.
- Set Minimum Pre-Combat Distance to
20meters. - Enable Pre-Combat: Uncheck to bypass pre-combat delays and allow immediate battle initiation when within engagement range.
3. Distance-Based Ability Groups (Phase 0)
Organize attack choices based on how far the player is from the boss using distance groups.
Step 3.1: Close Range Group (0 - 5 meters)
- Expand Combat Attack System.
- Set Initial Attack Delay to
3seconds and Combat Distance to100. - Set Phase 0 Health Range:
Min Health = 50,Max Health = 100. - Set Group 0 Distance:
0to5meters. - Configure ability flags & selection memory:
- Do Not Repeat Last: Checked (Prevents repeating the single most recent ability).
- Recent Ability Memory: Set to
3(Keeps track of recently used abilities to ensure random variance). - Set Probability Sliders to
100%for: - Melee Attack
- Ground Slam
- Spit Attack
- Teleportation
Step 3.2: Mid Range Group (6 - 30 meters)
- Click Add Distance Group.
- Set Distance to
6to30meters. - Set Min/Max Attack Delay to
2seconds. - Adjust Ability Probabilities:
- Melee Attack:
80% - Ground Slam:
30% - Flamethrower:
80% - Charging Attack:
100%(Highest Priority) - Teleportation:
70% - Spit Attack:
0%(Disabled for mid-range)
Step 3.3: Long Range Group (31 - 100 meters)
- Click Add Distance Group.
- Set Distance to
31to100meters (or7to100). - Enable Summon Minions and adjust ranged parameters (e.g., Meteor Strike, Projectiles).
4. Setting Up Combo Chain Attacks
Chain attacks trigger follow-up abilities automatically without waiting for combat selection cycles.
[ Primary Attack (Melee) ] │ (0.6s Transition Delay) ▼ [ Chain Attack 1 (Ground Slam) ] │ (0.6s Transition Delay) ▼ [ Chain Attack 2 (Flamethrower) ]
Steps
- Under Group 0 (0-5m), expand Melee Attack.
- Check Enable Chain Attack.
- Expand Chain Attack 1:
- Chain Transition Delay:
0.6seconds. - Target Ability: Select
Ground Slam. - Expand Ground Slam parameters and check Enable Chain Attack:
- Chain Attack Count:
1. - Chain Transition Delay:
0.6seconds. - Target Ability: Select
Flamethrower. - Under Group 1 (6-30m), expand Teleportation:
- Check Enable Chain Attack.
- Chain Transition Delay:
0.5seconds. - Target Ability: Select
Meteor Strikewith100%probability.
5. Multi-Phase Combat (Phase 1 Layer)
Scale aggressiveness when the boss drops below half health.
Steps
- In the Enemy Ability System, click Add Phase Layer. This copies all existing distance groups into Phase 1.
- Configure Phase 1 Health Range:
- Min Health:
0 - Max Health:
50 - Decrease Min/Max Attack Delay across all Phase 1 groups to
1second to accelerate attack frequency.
6. Camera States & Sound Hooks Setup
Bind boss lifecycle events to camera modes and global sound effects.
Step 6.1: Boss Camera Tracking Activation
- Select Bull Boss New and expand Global Event Hooks.
- Add two new global events:
- Event 1 (On Start): Drag Camera Rig -> Select
MouseCameraRotation.ActivateBossCamera. - Event 2 (On Dying): Drag Camera Rig -> Select
MouseCameraRotation.DeactivateBossCamera.
Step 6.2: On-Hit Universal Audio Player Setup
- Select Boss Voice Controller and remove the
on hitentry from categories. - Select Bull Boss New -> expand Universal Sound Player.
- Create an action entry named
hit soundsand populate it with hit audio clips. - Under Global Event Hooks:
- Map On Take Damage to Universal Sound Player -> Select
UniversalSoundPlayer.PlayAudioCategory. - Pass string parameter:
hit sounds. - Under Boss Voice Controller, set
in combatvoice clip cooldown to8seconds.
7. Workflow Efficiency & Utility Tools
Batch Animator Transition Tool
- Navigate to Tools -> Boss AI Toolkit -> Animator Transition Tool.
- Drag the boss's Animator Controller into the field.
- Set New Duration to
0.3seconds. - Click Apply Transition Duration to smooth out transitions across all states.
Ability Copy-Paste Feature
- Modify ability parameters (e.g., adjust Ground Slam Range or Flamethrower Rotation Speed).
- Right-click the modified ability context header and select Copy Ability.
- Expand target distance groups/phases, right-click, and select Paste Ability.
8. Verification Checklist
Before testing in Play Mode, check the following configuration settings:
- [ ] Rotation Delay:
Smooth Look Rotation Delayset to2seconds. - [ ] Pre-Combat State:
Enable Pre-Combattoggled off for immediate engagement. - [ ] Distance Groups: Proper distance brackets (
0-5m,6-30m,31-100m) configured under Phase 0. - [ ] Combo Connections:
Enable Chain Attackverified for Melee -> Ground Slam -> Flamethrower. - [ ] Phase 1 Settings: Health limits (
0-50 HP) set with attack delay dropped to1second. - [ ] Global Events: Camera activation bound to
On Start/On Dyingand hit sounds bound toOn Take Damage. - [ ] Animator Transitions: Transition duration updated to
0.3seconds across states.