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Teleportation

This setup details how to configure the Teleportation Ability on the Bull Boss New AI entity. It covers target spawning cycles, particle effect setup, trigger collider exclusions, and integrating the shader dissolve controller.


1. Ability Core Configuration

Add the Teleportation ability to the boss's ability system and configure its timing and targeting mechanics.

Steps

  1. Select the Bull Boss New GameObject in your scene hierarchy.
  2. In the Inspector, locate the Enemy Ability System component.
  3. Click to Add Ability and select Teleportation.
  4. Remove any existing default events attached to this ability.
  5. Adjust probabilities to isolate testing:
  6. Set Teleportation Ability Probability to 100.
  7. Set Jump Attack Probability (and other abilities) to 0.
  8. Configure timing and positioning parameters:
  9. Disappear Animation Trigger: Set to Ground Slam (or Idle).
  10. Reappear Animation Trigger: Set to Idle.
  11. Disappear Delay: 3 seconds.
  12. Appear Delay: 3 seconds.
  13. Appear/Disappear Max Range: 15 meters.
  14. Total Teleport Cycles: 3.
  15. Spawn Location: Select preferred spawn strategies such as Spawn Behind Target, Spawn Left, or Spawn Right.
  16. Idle Delay: 2 seconds (delay before returning to normal behavior after cycles end).

Note: The boss will disappear after 3 seconds, perform 3 complete teleport cycles around the player within a 15-meter range, and then enter an idle state for 2 seconds.


2. Trigger Colliders & Range Visualization

To prevent physics bugs or unwanted damage during teleportation, assign all active hitboxes/colliders to the ability setup.

Steps

  1. In the Inspector, lock the Inspector view on Bull Boss New.
  2. Locate the Colliders array inside the Teleportation ability parameters.
  3. Drag and drop all attached trigger colliders (e.g., the main character collider and weapon Damage Point colliders) into this list.
  4. (Optional) Check Visualize Range in Scene if you need scene view gizmos to see the 15-meter teleportation boundary.
  5. Unlock the Inspector view.

3. Visual FX (VFX) Setup

Combine smoke and lightning particle systems into a single parent object to handle disappear and reappear visual effects.

3.1 Preparing the Particle Prefabs

  1. Search for the Explosion prefab in Hovl Studio -> Prefabs -> Smoke Hits and Explosion.
  2. Unpack the prefab completely in your scene:
  3. Delete the Flash Shockwave child object.
  4. Remove the root Particle System component.
  5. Remove any extra explosion particle sub-objects, leaving only the Smoke particle system.
  6. Ensure Is Looping is Unchecked on the smoke particle component.
  7. Search for VFX Lightning in the project tab and bring it into the scene:
  8. Unpack the prefab completely.
  9. Adjust transform parameters: Scale to (0.5, 0.5, 0.5) and Rotation X to -90.

3.2 Creating the Combined VFX Parent

  1. Right-click Bull Boss New -> Create Empty and name it Teleportation Effects.
  2. Make both the modified Smoke object and Lightning object children of Teleportation Effects.
  3. Ensure both child particle objects are active, but deactivate the parent Teleportation Effects GameObject by default.

3.3 Binding Effects to the Ability

  1. Select Bull Boss New and locate the Teleportation ability settings.
  2. Enable both Disappear Effects and Appear Effects checkboxes.
  3. Drag and drop Teleportation Effects into both the Disappear Effect and Appear Effect fields.
  4. Set effect timings:
  5. Effect Activation Delay: 0 seconds (triggers immediately upon teleport start).
  6. Effect Active Lifetime: 1 second.

4. Dissolve Shader Event Hooks

Integrate the Enemy Dissolve Controller to visually fade out the character mesh and weapon materials during teleportation.

4.1 Configuring Dissolve Parameters

In the Enemy Dissolve Controller component attached to the boss, set up four elements:

Element Name Shader Property Start Fill Amount Target Fill Amount Render Type Assigned Mesh Material Used Delay / Duration
Dissolve In _DissolveAmount 0 1 Skinned Mesh Renderer Boss Mesh Bull Dissolve Delay: 0s, Duration: 1s
Dissolve In Weapon _DissolveAmount 0 1 Mesh Renderer Weapon Mesh Spiky Weapon Dissolve Delay: 0s, Duration: 1s
Dissolve Out _DissolveAmount 1 0 Skinned Mesh Renderer Boss Mesh Bull Dissolve Delay: 0s, Duration: 1s
Dissolve Out Weapon _DissolveAmount 1 0 Mesh Renderer Weapon Mesh Spiky Weapon Dissolve Delay: 0s, Duration: 1s

Crucial Note: Ensure the Original Material field on Dissolve Out points to the Bull Dissolve material instead of standard materials to prevent the character model from turning plain white upon reappearing.

4.2 Binding Event Hooks

  1. Locate Event Hook Listener on Bull Boss New and add two new event hooks:
  2. Hook 1: On Disappear
  3. Target: Drag Enemy Dissolve Controller.
  4. Function: EnemyDissolveController -> SetFillByName.
  5. String Parameter: Enter Dissolve In.
  6. Add a second entry targeting Enemy Dissolve Controller -> SetFillByName with parameter Dissolve In Weapon.
  7. Hook 2: On Appear
  8. Target: Drag Enemy Dissolve Controller.
  9. Function: EnemyDissolveController -> SetFillByName.
  10. String Parameter: Enter Dissolve Out.
  11. Add a second entry targeting Enemy Dissolve Controller -> SetFillByName with parameter Dissolve Out Weapon.

5. Verification Checklist

  • [ ] Probabilities: Teleportation is set to 100%, other abilities set to 0% for testing.
  • [ ] Colliders: All character and weapon Hitbox colliders are assigned in the ability parameters.
  • [ ] VFX Parent State: Teleportation Effects parent object is deactivated in hierarchy by default.
  • [ ] Particle Loops: Particle systems under Teleportation Effects have Is Looping unchecked.