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
- Select the Bull Boss New GameObject in your scene hierarchy.
- In the Inspector, locate the Enemy Ability System component.
- Click to Add Ability and select Teleportation.
- Remove any existing default events attached to this ability.
- Adjust probabilities to isolate testing:
- Set Teleportation Ability Probability to
100. - Set Jump Attack Probability (and other abilities) to
0. - Configure timing and positioning parameters:
- Disappear Animation Trigger: Set to
Ground Slam(orIdle). - Reappear Animation Trigger: Set to
Idle. - Disappear Delay:
3seconds. - Appear Delay:
3seconds. - Appear/Disappear Max Range:
15meters. - Total Teleport Cycles:
3. - Spawn Location: Select preferred spawn strategies such as
Spawn Behind Target,Spawn Left, orSpawn Right. - Idle Delay:
2seconds (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
- In the Inspector, lock the Inspector view on Bull Boss New.
- Locate the Colliders array inside the Teleportation ability parameters.
- Drag and drop all attached trigger colliders (e.g., the main character collider and weapon
Damage Pointcolliders) into this list. - (Optional) Check Visualize Range in Scene if you need scene view gizmos to see the 15-meter teleportation boundary.
- 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
- Search for the
Explosionprefab inHovl Studio -> Prefabs -> Smoke Hits and Explosion. - Unpack the prefab completely in your scene:
- Delete the
Flash Shockwavechild object. - Remove the root
Particle Systemcomponent. - Remove any extra explosion particle sub-objects, leaving only the Smoke particle system.
- Ensure Is Looping is Unchecked on the smoke particle component.
- Search for
VFX Lightningin the project tab and bring it into the scene: - Unpack the prefab completely.
- Adjust transform parameters: Scale to
(0.5, 0.5, 0.5)and Rotation X to-90.
3.2 Creating the Combined VFX Parent
- Right-click Bull Boss New -> Create Empty and name it
Teleportation Effects. - Make both the modified Smoke object and Lightning object children of
Teleportation Effects. - Ensure both child particle objects are active, but deactivate the parent
Teleportation EffectsGameObject by default.
3.3 Binding Effects to the Ability
- Select Bull Boss New and locate the Teleportation ability settings.
- Enable both Disappear Effects and Appear Effects checkboxes.
- Drag and drop
Teleportation Effectsinto both the Disappear Effect and Appear Effect fields. - Set effect timings:
- Effect Activation Delay:
0seconds (triggers immediately upon teleport start). - Effect Active Lifetime:
1second.
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 Outpoints to theBull Dissolvematerial instead of standard materials to prevent the character model from turning plain white upon reappearing.
4.2 Binding Event Hooks
- Locate Event Hook Listener on Bull Boss New and add two new event hooks:
- Hook 1: On Disappear
- Target: Drag
Enemy Dissolve Controller. - Function:
EnemyDissolveController -> SetFillByName. - String Parameter: Enter
Dissolve In. - Add a second entry targeting
Enemy Dissolve Controller -> SetFillByNamewith parameterDissolve In Weapon. - Hook 2: On Appear
- Target: Drag
Enemy Dissolve Controller. - Function:
EnemyDissolveController -> SetFillByName. - String Parameter: Enter
Dissolve Out. - Add a second entry targeting
Enemy Dissolve Controller -> SetFillByNamewith parameterDissolve Out Weapon.
5. Verification Checklist
- [ ] Probabilities: Teleportation is set to
100%, other abilities set to0%for testing. - [ ] Colliders: All character and weapon Hitbox colliders are assigned in the ability parameters.
- [ ] VFX Parent State:
Teleportation Effectsparent object is deactivated in hierarchy by default. - [ ] Particle Loops: Particle systems under
Teleportation EffectshaveIs Loopingunchecked.