EasyBuild - Turrets
Basic Usage
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Please note: Information here describes general usage for EasyBuild turret packages. Images here do not represent all individual packages.
Menu-driven Creation
With just a few menu choices, a unique custom turret can be built in under a minute.
Additional tweaks can be made to individual parts, such as scale and rotation, and some items have additional options such as positioning and automatic weapon-fire converge distance.
Material themes can be automatically generated, or you can customize and save material theme presets for reuse.
For inspiration, you can click the experimental "Random Turret" button and, poof! A brand-new turret and theme will be instantly generated. You can then edit or build upon it, or just keep on clicking! (It's kinda hard to stop.)
Important Note:
These packages only include art assets (and the editor system), and do not include turret controller script functionality or animated parts.
However, the turrets are constructed with rotator and elevator hierarchy, for when you are ready add a turret script controller.
Highly recommended: EasyTurret controller script asset.
Menu-driven Creation
With just a few menu choices, a unique custom turret can be built in under a minute.
Additional tweaks can be made to individual parts, such as scale and rotation, and some items have additional options such as positioning and automatic weapon-fire converge distance.
Material themes can be automatically generated, or you can customize and save material theme presets for reuse.
For inspiration, you can click the experimental "Random Turret" button and, poof! A brand-new turret and theme will be instantly generated. You can then edit or build upon it, or just keep on clicking! (It's kinda hard to stop.)
Important Note:
These packages only include art assets (and the editor system), and do not include turret controller script functionality or animated parts.
However, the turrets are constructed with rotator and elevator hierarchy, for when you are ready add a turret script controller.
Highly recommended: EasyTurret controller script asset.
Overview
The EB_TurretBuilder script is the main component used to build turrets. Drag the Turret Builder prefab into your scene, as it will contain settings for themes and randomization. Pictured at left with buttons and settings at the top, followed by three main turret sections: Turret Base, Mount, and Weapon(s). Each section has some options associated with that part, and the sections can be expanded to show accessory slots for the selected part. In this case, the final weapon section is grayed out due to the Mirror Weapons option of the selected mount. That weapon will be the same as the first weapon. |
At the top:
Random Turret - Will generate a random turret and color theme. You can then edit the result. Parts Only - Will keep the current theme and create new turret parts. Theme Only - Keep the current parts and generate a new theme. Finalize Turret - Will duplicate the current design and strip off all the extra game objects and scripts associated with turret building. You can then save the final turret as a prefab. If a theme preset is not selected, a new preset will be created. Save Theme - Will save the current theme in your material presets with a random name. Alternately you can specify a name by clicking the three dots button Reset - will clear all parts and start a new build. Part Lists - Allows you to add or remove additional part packages to the list of available parts. More packages will become available on the Unity Asset Store soon. Randomization Settings - Controls theme generation and slot patterns. You won't have to interact with this to create turrets. Material Themes / Selected Preset - Shows what materials are used in saved themes Colliders - Choose which collider types to use upon finalization of turret. None - Will remove all colliders. Simple - Will include simple colliders. Complex - Will include colliders with more detail. Using colliders will also include a rigidbody at the root level, and kinematic rigidbodies on rotator and elevator parts. If root rigidbody is made non-kinematic, you may need to mark some rigidbodies as convex. Rotator and elevator rigidbodies should remain kinematic. (Turrets have moving parts, and colliders that move without a rigidbody are not performative.) |
Sections
Upon selecting a part, you'll see a number of accessory slots. Different parts will have different numbers of available slots and layouts. Additionally, some restrictions might be imposed - the flamethrower and missile launchers don't get access to gun barrel options such as muzzle brakes. Restrictions are mainly in place to reduce menu clutter from parts that don't make sense. But you are able to change slot restrictions if you really want to. |
Specific Part Options
Some parts come with additional options. For example, the rocket pod allows you to select a munition, and whether or not they are created with the model. Additional Options Each part and accessory has a hamburger menu that will reveal additional options. Accessories: Scale - Click + or - to increase/decrease the scale of this part. Click 1 to return to original scale. Or type in any value. Accent - Some parts use a material marked as an Accent Material, defined in the material theme. This can be swapped out for any of the other theme materials on a part by part basis. Rotate - Some parts my be rotated in 45° increments. Click the arrows to rotate, click 0 to return to original rotation. Flip - Some parts may be flipped. Main parts: Allow Restricted Parts - Allows any part to be used in this slot, not just the ones that make sense. Incompatible parts will not be functional in regards to the build script, but this can be useful if you'd like to use an accessory in place of a main part. Allow Restricted Accessories - Accessory slots have some restrictions to reduce menu clutter. This will allow any part to be placed in an accessory slot. Incompatible parts will not be functional with regard to the rest of the build. (e.g. placing a weapon in an accessory slot will not give weapon options or additional weapon accessory slots.) |