Infinity PBR by Magic Pig Games
  • Infinity PBR Documentation
  • Game Modules 4
    • ➡️Quick Start
    • 📽️Video Tutorials
      • Quick Start: Creating Game Module Objects
      • Automating Start Actions on GameModulesActor
      • Inflicting Damage with Conditions
      • Updating UI (and more) with Blackboard Notes
      • Dynamic Menus with Item Objects and Dictionaries
      • Create Custom Quest Rewards
      • Save and Load Game Data
      • Stats: Deep Dive
      • Items: Deep Dive
      • Conditions: Deep Dive
      • First Person Movement
      • Tutorial: "Overheal" Effect with Condition & Stats
      • Tutorial: Create a Character & Actor Class Inheriting from GameModulesActor
    • 👀Game Modules Viewer
      • Viewer: Dictionaries
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      • Viewer: ItemObject / GameItemObjectList
      • Viewer: ItemAttribute / GameItemAttributeList
      • Viewer: Condition / GameConditionList
      • Viewer: Quest / GameQuestList
    • V4 Migration Tips
      • Introducing GameModulesActor
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      • No More Tick*
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    • Important Information
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        • Get() Methods
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        • Contains() Methods
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        • Count() Methods
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        • Remove() Methods
          • GameStatList Remove() Methods
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        • GameStatList
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        • GameConditionList
      • Blackboard
        • Blackboard.cs
        • Blackboard Follower
        • Blackboard Note
        • Blackboard Event
        • Blackboard Values
        • Tips & Tricks
          • Use extension methods to check BlackboardNotes (or events)
      • Stats
        • IHaveStats
        • Stat.cs
        • GameStat.cs
        • GameStatList.cs
        • Mastery Levels
      • Loot
        • LootItems.cs
        • LootBox.cs
        • GameLootBox.cs
        • Generating & Handling Loot
        • Custom Loot Generation Algorithm
      • Items
        • ItemObject.cs
          • Manage Item Objects
          • Allowed Item Attributes
          • Starting Item Attributes
          • Item Attribute Variables
            • Variables Methods
        • GameItemObject.cs
        • GameItemObjectList.cs
        • ItemAttribute.cs
          • Manage Item Attributes
          • General Settings
          • Name Settings
          • Requisite Attributes
        • GameItemAttribute.cs
        • GameItemAttributeList.cs
        • Code Examples
      • Conditions
        • Condition.cs
          • Main Settings
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          • Effects on Points
        • GameCondition.cs
        • GameConditionList.cs
        • Expiration Condition Handler
        • Code Examples
      • Quests
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          • Create a Custom Quest Condition
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            • Game Item Object List Contains
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        • Quest Rewards
          • Create a Custom Quest Reward
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          • Push the Button
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          • Rescue the Puppy
      • Voices
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        • Save and Load
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      • Property Code
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      • Save and Load
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    • Game Module "Systems"
      • Drag-and-Drop Inventory System
        • Scripts
          • PanelManager
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        • Scene & Class Setup
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      • First Person Movement
      • Character Creation
    • Game Module Demo Projects
      • Party Based RPG
        • Title Scene
        • Character Creation Scene
        • World & Dungeon Scenes
    • Magic Time for Game Modules
  • ✨Northstar Tracking System
    • ✅Overview & Quickstart
      • ➡️Quick Start
      • 🫐Demo Scene
      • 🛠️Customizing & Overriding
        • Create a Custom Navigation Bar
        • Create a Custom Compass / Radar
        • Runtime Overrides
          • Screen & Edge Overlay
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      • ☄️Tips & Code Examples
    • Northstar Documentation
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      • Tracked Target Overlay
        • Types
        • Override Values
      • Overlay Icon
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      • Distance Text
  • 🚀Projectile Factory
    • 👀Overview & Quickstart
      • ➡️Quick Start Guide
        • Create Your First Projectile
        • Add Projectile Factory & Create a Projectile Spawner
        • Use 3rd Party Integrations
        • Extending Projectile Factory
        • Making Lasers & Similar Attached Projectiles
      • 💡FAQs + Important Reminders
    • Game Modules 4 Integration
      • Projectiles with TimeMod
    • Magic Time for Projectile Factory
    • ✅3rd Party Particle Integrations [16]
      • ▶️Archanor VFX [5]
        • Sci-Fi Arsenal
        • Polygon Arsenal
        • Magic Arsenal
        • Retro Arsenal
        • Rainbow Magic
      • ▶️Gabriel Aguiar Prod [2]
        • Unique Projectiles Vol. 1
        • Unique Projectiles Vol. 2
      • ▶️HOVL Studio [4]
        • Toon Projectiles
        • Toon Projectiles 2
        • AAA Stylized Projectiles Vol. 1
        • AAA Projectiles Vol. 2
      • ▶️kripto289 [1]
        • Realistic Effects Pack 4
      • ▶️FORGE3D [1]
        • Sci-Fi Effects
      • ▶️Knife [1]
        • PRO Effects - Sci-Fi Shooter FX
      • ▶️Jean Moreno [1]
        • Cartoon FX Remastered
      • ▶️Synty Studios [1]
        • 🟡Synty Studios Particles
    • Projectile Factory Documentation
      • 🔫Projectile Spawner
        • Projectile Spawner Code
      • 🚀Projectile
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        • Projectile Data
      • ✨Spawn Behavior
        • Spawn Behavior Code
        • Spawn Behavior Modification
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        • Behavior Examples
      • ⚡Events
      • 👁️Observers, Global Observers, and Observer Objects
        • Toggle Objects At Events Observer Object
      • 👩‍💼Factory Manager
      • 🏹Trajectory
      • 🎱Object Pooling
      • 🤩Create Custom Behaviors
      • Spawn Point Manager
      • Helper Tools
        • Projectiles Quick Editor
        • Set Trail Auto Destroy to False
        • Set Layer of All Projectiles
        • Remove Colliders
      • Additional Scripts
        • Destroy or Pool Object
        • Project Force
        • Raycast Shooter + Handlers
        • Projectile Utilities
  • Additional Systems & Tools
    • 🎨Runtime Color Sampler
      • Quick Start
      • Demo Walkthrough
      • Runtime Color Sampler (Prefab & Class)
        • Sampler Sphere
        • Sampler Camera
      • Runtime Listener
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      • Scripting
      • Additional Classes
    • 🙎‍♀️Portrait Avatars
      • Setup
        • Create a Portrait Avatar
        • Create a UI Portrait
      • Portrait Avatars
        • Scripting
      • Portrait3D
      • Portrait2D
      • Portrait UI
      • Avatar Camera
      • Important Considerations
    • 🎛️Audio Clip Combiner
    • 🌈Color Shifter
    • 🛠️Support Classes
      • Utilities.cs
      • InfinityExtensions.cs
  • ⌛Magic Time - Local Time Scale
    • Overview
    • ➡️Quick Start
    • 🛠️Integrations
    • 💡FAQ
    • Local Time Scale
      • Local Time Scale Scripting
    • Magic Time Manager
      • Magic Time Manager Scripting
    • Magic Time User
      • IHaveLocalTime
      • Magic Time User Scripting
      • Additional "Magic Time User" Components
    • Time Zone
  • Equipment Systems
    • Overview
    • Blend Shapes Manager
    • Blend Shapes Preset Manager
    • Prefab and Object Manager
      • Humanoid Demo & Setup
      • EquipmentObject.cs
      • Prefab Groups
      • Variables
      • Scripting Examples
    • Wardrobe Prefab Manager
  • 📽️General Tutorials
    • Quick 3rd Person Controller
  • ⚔️Legend of the Stones
    • Actors, Players, NPCs
    • Systems
      • Game State
  • External Links
  • Get them at the Asset Store
  • Connect on Discord
  • YouTube
  • Twitch
  • 🚧Work In Progress / Coming Soon
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On this page
  • 1. Add a Projectile Compnent to the Beam
  • 2. Add a Raycast Shooter Component
  • 3. Add a Line Renderer Length Component
  • 4. Set up the Projectile
  • Add a Spawn Behavior Modification
  • Add Behaviors
  • 5. Set up the Muzzle & Impact Particles
  • Position the Objects
  • Optional: Add Force
  • 6. Set the Layer of the Projectile
  • Done!

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  1. Projectile Factory
  2. Overview & Quickstart
  3. Quick Start Guide

Making Lasers & Similar Attached Projectiles

v1.0

PreviousExtending Projectile FactoryNextFAQs + Important Reminders

Last updated 1 year ago

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Sometimes a projectile doesn't move. Lasers, flamethrowers, and any other kind of projectile that is intended to stay in one spot, or attached to a Transform, can be created! This guide will walk through the setup for a laser projectile which stays attached to the Spawn Point.

We will be using the Magic Arsenal by Archanor VFX on the Asset Store for this. The "Acane Beam" is the beam itself, using a LineRenderer. The other two parts will be attached to the muzzle position and the "hit point" -- the place where the beam collides with another object.

1. Add a Projectile Compnent to the Beam

The DamageOverTime class overrides how the damage is calculated, to multiply it by Time.deltaTime.

protected override float CalculateDamage() => damage * Time.deltaTime;

Laser Spawn Behavior is set up for a laser, including blocking multiple shots. Check the object for specifics.

2. Add a Raycast Shooter Component

3. Add a Line Renderer Length Component

The LineRendererLength class handles the setting the length of the LineRenderer to the distance of any collision, or the max distance provided. This compoennt implements IHandleRaycasts, so the Raycast Shooter will pass the Hit value to this class.

4. Set up the Projectile

Add a Spawn Behavior Modification

There are no exposed parameters here -- this does one thing, and one thing only. After spawning, the Projectile will be parented to the Spawn Point transform.

Add Behaviors

Collision at Line Render End will get the Projectile to check for a collision at the end of the LineRenderer, with the radius selected.

5. Set up the Muzzle & Impact Particles

The Muzzle and Impact particles aren't part of the Projectile directly. Instead, they'll be child objects of the Projectile, and will be handled by other scripts.

Position the Objects

The Muzzle object should be positioned at local 0, 0, 0 -- basically the same spot as the LineRenderer origin, which will be the Spawn Point.

Add a SetPositionFromRaycast class to the Impact object. Be sure to assign the "Plumbing" values. This implements IHandleRaycasts, so the RaycastShooter will handle passing data to this script, which is how it knows where to set the position.

Optional: Add Force

6. Set the Layer of the Projectile

Don't forget to change the layer of your projectile! And then save this as a Prefab.

Done!

That's it! Bring this onto a Projectile Spawner the same as any other Projectile, and it'll function exactly the same, but with its own unique logic and behavior.

Use the "Damage Over Time" , and the "Laser" .

The class is provided in Projectile Factory, and will fire a raycast forward, and pass hits to handlers on other objects in the prefab. Be sure to assign the Raycast Origin value.

Add a Parent to Spawn Point .

We will add two to this Projectile. First, Destroy on Spawner Stop will destroy (or pool) the projectile when the spawner stops -- in the demo, this is when the "shoot" button is released.

You can also add an component to the Impact object. This will add physics force at that position, helping the game come alive.

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Projectile Data
Spawn Behavior
RaycastShooter
Spawn Behavior Modificatio
n
Behaviors
AddForce
Make these children of the Projectile