Setting up the Built in Health Bars and Name Text
Emerald AI features a built-in health bar and name text system. This allow an AI to have a health bar and name text displayed above them, when enabled. The health bar will react to any damage an AI receives. The color, size, and style of the text can also be customized with the markup format.
Select your AI and go to the UI Settings tab.
Set the following up according to your project.
- Camera Tag (should be your Camera's tag)
- UI Tag (should be your Player's tag),
- UI Layers (should be your Player's layer)
You can now choose to enable Auto Create Health Bars and/or Display AI Name. In doing so, you will enable further options for these settings. Adjust these as needed.
Note: An AI's name is taken from the AI Name variable located under AI's Settings>Stats tab.
Test out your scene to ensure everything is working correctly. If not, double check your layer and tag settings have been setup correctly. Also, ensure that the health bars and/or name text settings have been enabled.
Emerald AI's build-in name text also supports Markup formats which allow you to adjust the color, size, and styling of different portions of text. This can be done by including your Markup format within the AI's name. For example, if you want your AI's name text color to be yellow, you would do the following:
For more information, and a detailed guide on this feature, you can see Unity's official guide here: https://docs.unity3d.com/Packages/com.unity.ugui@1.0/manual/StyledText.html
- Version 3.0 Upgrade Guide
- Creating an AI through the Setup Manager
- Setting up an AI's Animations
- Creating Attack Animation Events
- Creating an AI Ability Object
- Applying an AI's Head Transform
- Applying an AI's Ranged Attack Transform
- Setting up an AI's Factions
- Setting up an AI's Layers and Tags
- Using the Combat Text System
- Setting up an AI's Optimization Settings
- Setting up an AI with Ragdoll Deaths
- Creating a Shooter AI
- Creating a Floating or Hovering AI
- Using Emerald AI's Built in Object Pool
- Using the Emerald AI Needs System
- Using Emerald AI with Crux Spawner
- Using Location Based Damage
- Using the Emerald AI Camera Shake System
- Setting up an Equippable and Unequippable Weapon
- Setting up Ranged Weapon Hand IK
- Using the Target Position Modifier
- Using the Built-in IK System
- Setting up Non-AI Targets
- Setting up Custom Damage with Emerald AI
- Using the Sound Detector System
- Setting up the Built in Health Bars and Name Text
- Behaviors and Confidence Levels
- Wander Types and Movement
- Using Factions and Faction Manager
- Detection Type and Target Picking
- Adjusting an AI Hit's Transform
- Enabling an AI's Debugging Tools