Player Vs Spider Boss Setup
This setup provides a guide to setting up and configuring the Spider Boss using assets from the Mobile Spider and Worm Pack in Unity. It details how to clone configuration settings from an existing boss (such as the Bull Boss), swap/replace animations, reassign body nodes and visual components, configure specialized abilities, and set up hitbox collision.
1. Initial Scene Setup
Import and unpack the spider model and set up the duplication base.
Steps
- Navigate to
Mobile Spider and Worm Pack > Spider > FBXin the Project window and drag the spider model into your scene hierarchy. - Apply your preferred texture (e.g.,
firetexture). - Right-click the spider GameObject in the hierarchy and select Prefab > Unpack Completely.
- Duplicate the existing Bull Boss New GameObject in the hierarchy to serve as the cloning source, then deactivate the original.
2. Cloning Boss AI Configuration
Transfer components, scripts, and settings from the source boss to the spider using the toolkit cloning tool.
Steps
- Navigate to the top menu: Tools > Boss AI Toolkit > Duplicate Enemy.
- Configure the tool parameters:
- Source Boss: Drag in the duplicated
Bull Boss NewGameObject. - Target Boss: Drag in the unpacked
SpiderGameObject (rename it to Spider Boss). - Target Avatar: Select and assign the
Spider Avatarfrom the project files. - Click Start Cloning Configuration and close the window upon completion.
3. Hierarchy & Visual GameObjects Transfer
Re-parent child GameObjects and attach effect origins to the spider rig.
Spider Boss (Root) ├── Spider Rig / Bones │ └── Neck / Head Bone │ └── Flamethrower Visual Effect Object └── Projectiles / Effects (Transferred from Bull Boss) ├── Shockwave Effect ├── Stone / Rock Object └── Teleportation Visual Effects
Steps
- Snap the position of Spider Boss to match Bull Boss New.
- Move necessary child objects (effects, projectiles, stones) from the Bull Boss hierarchy to Spider Boss.
- Attach the Flamethrower effect object to the spider's neck bone (
Spider Rig > Neck). - Remove unneeded weapon GameObjects transferred from the Bull Boss.
- Delete the empty Bull Boss source hierarchy from the scene.
4. Animator & Animation Replacement
Duplicate the controller and substitute animation clips using the Animator Clip Replacer tool.
Step 4.1: Controller Setup
- Duplicate the source Animator Controller asset in the Project window and rename it to
Spider Boss Animator Controller. - Assign Spider Boss Animator Controller to the Animator component on Spider Boss.
Step 4.2: Replacing Clips
- Open Tools > Boss AI Toolkit > Animator Clip Replacer.
- Assign the Spider Boss Animator Controller.
- Replace the Bull Boss clips with corresponding Spider FBX clips:
- Idle ->
Spider Idle - Walking/Movement ->
Spider Crawl Backward(Set clip speed to-1in the Animator to make it walk forward) - Hit Reactions -> Assign
Hit 1to hit reaction one and hit reaction two. - Remove unused weapon state nodes (e.g.,
Equipped Weapon,Unequipped Weapon). - Uncheck IK Pass on the Animator layer if hand/foot IK is not required.
5. Dissolve & Teleportation Material Setup
Reconfigure skin mesh renderers and dissolve materials for teleportation and spawn/death FX.
Steps
- Select Spider Boss and expand the Enemy Dissolve Controller component.
- Remove weapon dissolve entries from the array.
- Configure skin dissolve entries:
- Skin Mesh Renderer: Drag in the
Spider Rig Skinned Mesh Renderer. - Renderer Type: Set to
Skinned Mesh Renderer. - Original Material: Assign the default spider material.
- Dissolve Material: Assign the spider-specific dissolve material.
6. Global Settings & Ability Adjustments
Fine-tune movement, rotation, and custom ability parameters for the spider model.
Global & UI Parameter Tuning
| Parameter | Recommended Value | Description |
|---|---|---|
| Rotation Speed | 300 |
Adjusts turning speed for spider movement. |
| Smooth Look Rotation Delay | 2.0 seconds |
Delay window allowing player attacks before boss tracks. |
| Rotate Spine Bone | Unchecked |
Disabled since the spider does not utilize a single spine pivot. |
| Hit Interval (Min / Max) | 2 / 2 seconds |
Cooldown interval between hit reactions. |
Teleportation Ability Tuning
- Register custom clips using the Animation Setup Tool:
- Add
Get In Ground(Parameter Name:get in ground) - Add
Get Out Of Ground(Parameter Name:get out of ground) - Under Teleportation Ability:
- Set Disappear Animation to
get out of ground. - Set Appear Animation to
get in ground. - Enable Spawn Behind Target.
- Assign teleportation particle effects and set Idle Delay to
0.
Flamethrower Ability Tuning
- Set Rotation Mode to
Rotate Full Body. - Assign the head/neck-mounted flamethrower particle origin.
- Set Rotation Speed to
50and Spine Rotation Speed to0.
7. Hitbox Controller Setup
Configure manual hitboxes to deal damage during attack animations.
Steps
- Create a child GameObject named
Hitboxunder Spider Boss. - Add a Capsule Collider component, adjust its bounds over the spider's attack area, and check Is Trigger.
- Add the Hitbox script component:
- Damage Value: Set desired damage output.
- Owner: Drag the Spider Boss reference.
- Team Member: Assign the team member reference script.
- Activation Mode: Set to
Manual. - Check Deactivate Hitbox On Hit and Deactivate Hitbox After Time.
- Open the Unity Animation Window, select attack clips (duplicate clips if read-only), and add animation events:
- Start of attack frame: Call
HitboxController.ActivateHitbox(). - End of attack frame: Call
HitboxController.DeactivateHitbox().
8. Verification Checklist
Before running tests in Play Mode, check the following configuration settings:
- [ ] Cloned Configuration: Settings cloned from source boss and avatar assigned.
- [ ] Animator Assigned: Duplicated
Spider Boss Animator Controllerassigned. - [ ] Forward Walk Animation: Backward crawl animation speed set to
-1in the Animator. - [ ] Hierarchy Re-parented: Visual effects (flamethrower, ground slam) parented to the spider rig.
- [ ] Dissolve Materials Mapped: Skinned mesh renderer and spider dissolve materials linked.
- [ ] Hitbox Events Configured: Animation events set to trigger and deactivate hitboxes during attack animations.