TATAKAI TACTICAL BATTLE FX FOR UNITY & UNITY PRO OFFICIAL DOCUMENTATION. latest update: 4/12/2013

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FOR UNITY & UNITY PRO OFFICIAL latest update: 4/12/2013 SPECIAL NOTICE : This documentation is still in the process of being written. If this document doesn t contain the information you need, please be sure to stop by the Tatakai help forum and ask any specific questios you may have. http://www.tanukidigital.com/forum/ This document is being continually updated until it is complete with version 1.0 of Tatakai. PAGE 1

INTRODUCTION WHAT IS TATAKAI? Tatakai is the japanese word for battle. 戦 TATAKAI - Tactical Battle FX is a system of effects and components that deliver high-end explosion effects and a realistic ballistics system to game developers using the Unity game engine platform. BASIC USAGE OVERVIEW Tatakai makes it extremely simple to add impressive and realistically rendered explosions to any game object. By simply attaching one of the explosion preset objects onto your game object, Tatakai will handle the calculation and effect generation necessary to add explosion functionality to that game object. Having explosive objects is one thing, but there needs to be a way for that explosion to initiate in the first place. Tatakai therefore includes a number of detonation components that will arm and detonate the explosion based on various criteria, such as a projectile strike, ofrce from other explosions, or even a countdown timer. Each explosion object can have multiple detonation components assigned to it, and can thus be detonated in multiple ways. Projectile objects as well have various attributes which can be controlled, such as projectile velocity, bounce/ricochet percentage, tracer types, bullet drop, accuracy variance etc. These projectiles are initiated and shot via a gun component which itself will handle ammunition selection, and loading types, as well as other firearm specific functions such as jamming, load and bolt management etc. GETTING HELP AND CONTACT INFO This documentation has been written with the goal of giving Tatakai users an in-depth overview of the various components of the Tatakai system. By it s very nature, a document like this can only explain concepts and technical details. Advanced users of Unity will find the included demo scene that ships with Tatakai to be extremely useful as a guide to implementing the concepts discussed here into a real world application. There are various other resources online which can help you with Tatakai. First if you have specific questions, please head over to the Tanuki Digital users forum and browse the posts, or make your own: http://tanukidigital.com/forum/index.php?board=4.0 On the Tanuki Digital YouTube channel you ll find a series of videos showing basic Tatakai instructions: http://www.youtube.com/user/tanukidigital There s also the Tatakai thread on the Unity Technologies forum: http://forum.unity3d.com/threads/177242-tatakai-tactical-battle-fx-released and of course if for any reason you would like to ask a question directly, please feel free to email us here: konnichiwa@tanukidigital.com PAGE 2

INSTALLATION and QUICK START STEP 1. IMPORT TATAKAI BASE FILES INTO YOUR PROJECT If you ve bought Tatakai from the Unity Asset Store, then it should automatically import into your project folder. All the files for Tatakai are contained in the Tatakai - Tactical FX folder. If you ve downloaded Tatakai from the TanukiDigital website, or you want to import it into a new project, simply go to: Assets -> Import Package -> Custom Package... in the Unity Menu. Then select the Tatakai_tactical_fx_ v1.unitypackage file. This will open an import dialog box, simply click the import and all the Tatakai files will be imported into your project list. If you do buy it from the asset store, I recommend exporting a second copy of Tatakai as a unitypackage and saving STEP 2. ADD THE MASTER EXPLOSION MODULE TO YOUR SCENE The master explosion module sets all the basic settings of the system, particle handling, and sound fx pooling. Tatakai will 1. drag the EXPLOSION_Module prefab located in the /PREFABS folder into your scene list. 2. If it isn t set already, make sure to set the EXPLOSION_Module s position in the transform settings to 0,0,0 STEP 3. ADD AN EXPLOSION OBJECT TO YOUR GAME OBJECT Adding explosions to your game objects can be accomplished in a couple different ways, which we ll discuss in depth later in this document... The easiest way is to simply add one of the EXPLOSION game objects found in /PRESETS/EXPLOSIONS as a child to whichever game object you want to explode. BASIC CUBE OBJECT In it s most basic form, this is all you need to now have installed an explosion effect onto your object (in this case, a basic cube). From here let s now examine in a bit more depth the various components of Tatakai. PAGE 3

THE MASTER CONTROLLER MODULE OVERVIEW The Explosion_Controller object is the organization and brains behind Tatakai. It should always be placed in scenes where you wish to use the Tatakai system, without it Tatakai will not work. There are a number of settings which globally affect all tatakai explosions, projectiles, and objects. This is also where particle systems, default sounds, cached objects, and shaders are registered for use with the rest of the system. Usually this object can just be added to your scene without any additional changes, but it does give you the flexibility to tweak certain settings or do optimizations for your project. COMPONENTS Max Particle Emission - the maximum number of particles that will be emitted per particle system (deprecated). Allow Lights - globally allow or disallow light emission from Tatakai components. Allow Distortion - (currently deprecated) Use Advanced Sighting - allows use of accuracy calculation in gunsight rendering (otherwise sights static). Play Sounds - globally control audio on all Tatakai elements. Max Volume - globally control audio volume on all Tatakai elements. Max Sounds - The number of cached sounds available to Tatakai objects. Max Labels - the number of cached hit labels (decals) available before they start to be re-used. Max Cartridges - the number of cached spent cartridge objects available before they start to be re-used. Max Objects - the number of cached objects (see object registry) available before they start to be re-used. Explosion Object Label - default label/decal prefab (bullet holes/ wall marks etc). Explosion Cartridge Object - default spent cartridge prefab. Default Explosion Sound - default explosions sounds. if there are multiples, Tatakai will randomly select when needed. Explosion Sound Object - sound object prefab (this should not be changed). Speed Of Sound - 340 meters / second, default speed of sound at sea level. This effects audio delay from far objects and can be lowered or raised depending on your desired delay factor. Audio Listener Object - By default Tatakai will use the default camera in your scene if it is not explicitly set here. Effects Registry - registers all particle effects for caching. If you add new particle effects, make sure to add them here. Objects Registry - registers all debris objects for caching. If you add new debris objects, make sure to add them here. Shaders Registry - registers all Tatakai custm shaders. Concurrent Explosions - convenience variable that lists the number of ongoing explosion effects. the system uses this to determine delay time of passive explosion objects which is used for performance reasons. ACCESS All the attributes of the Explosion Module component can be directly accessed via script. For example... function Start(){ var explosioncontrol : Explosion_Controller = GameObject.Find( EXPLOSION_Module ).getcomponent(explosion_controller); var isallowinglights : boolean = explosioncontrol.allowlights; } PAGE 4

EXPLOSION OBJECT OVERVIEW The Explosion Object is the brains behind each individual explosion. It handles the actual detonation and physics of each explosion. It also holds a number of attributes which can be customized for different explosion functionality... COMPONENTS Detonation Object - the object of the detonation. If this is not explicitly set, then Tatakai will use the parent object. The Detonation Object requires a collider and rigidbody. Detonate - convenience function that detonates the explosion object. Is Passive - passive explosion objects will check the master object for concurrent explosions, and automatically stagger it s detonation in order to enhance performance. Ignore Physics - will enable/disable physics reactions to other explosion forces. Require Arming - when enabled the explosion object will not detonate unless it also has a detonation_type_arming component and this component is set as armed. Die On Detonation - when enabled the Detonation Object will be destroyed on detonation. Emit Sound - enables / disables sound audio emission from the explosion object. Explode Underwater - Tatakai automatically checks if objects are underwater, this attribute will enable detonations while underwater. Explosion Sounds - an array that holds audio sources that are played on detonation. The object will randomly select audio from this array. Custom Explosion Type -???? Custom Sound -???? Custom Sound Range - custom maximum range for custom audio objects. Max Sound Range - maximum range (in meters) that audio from this object is audible. Explosive Radius - circumference range (in meters) that explosive force from this detonation will affect other objects. Explosive Power - explosive force amount applied to surrounding objects (attenuated across explosive range). Random Variance - random time delay applied to explosion before detonation. Misfire Chance - random chance of detonation failing. 1.0 = always misfires, 0.0 = never misfire. Camera Shake - amount of shake amount applied from this detonation to a nearby camera object. Light On Time - if this object has a light component, length of time this light is visible on detonation Position Offset - offsets explosion effects from the Detonation Object. Rotation Offset - deprecated in version 1.1+ Is Underwater - internal function variable (calculates whether the object is underneath an object on the Water layer). Detonation Factor - internal function variable. ACCESS All the attributes of Explosion Object components can be directly accessed via script. For example... function Start(){ var explosionobject : Explosion_Object = GameObject.Find( EXPLOSION_Module ).getcomponent(explosion_object); explosionobject.detonate = true; } PAGE 5

DETONATION TYPES OVERVIEW Detonation types take a number of variables, determine whether those variables constitute a detonation, and then tell the main explosion_object to detonate. an explosion object can have as many different detonation types as you like, for example a flammable oil barrel may react to a projectile hitting it, but also might detonate from too much heat or flames. Conversely, platique explosives are very stable and would only detonate when told to from a specific detonation device like a timer, or direct radio detonator. By keeping these detonation types in mind you can craft objects with realistic explosive abiliteis. There are a number of preset detonation types that come with Tatakai... DETONATION_TYPE_TIMER Detonation_Type_Timer allows you to set a countdown time until detonation. This is useful for objects such as time bombs or grenades that work via a timing fuse of some kind. Timer Delay - this sets the time delay of the countdown. when this is set to 0 (by default) then no timer countdown will take place, but once this value is set to something higher than 0 then the timer will start to countdown automatically. DETONATION_TYPE_IMPACT Detonation_Type_Impact will detonate on object based on a physical impact acting on your main explosion gameobject. This can be either the object falling and hitting the ground, or another object hitting this object with sufficient force to detonate it. Impact Threshold - How much applied force your main explosion object will take in order to detonate. Impact Force - convenience variable that shows the last amount of force that was applied to this object. Random Variance - Tatakai will add or subtract the impact threshold by a random number within this amount. DETONATION_TYPE_FORCE Similar to impact, Detonation_Type_Force will detonate on object based on the amount of explosive force applied to it from nearby explosion objects. Detonate On Force - How much applied force your main explosion object will take in order to detonate. Random Variance - Tatakai will add or subtract the force threshold by a random number within this amount. DETONATION_TYPE_HEAT Detonation_Type_Heat provides a heat threshold that will detonate the explosion object as it becomes too hot. There are a number of variables to help facilitate his heat simulation... Use Fahrenheit - if off temperatures will be displayed in Celsius Heat Threshold - temperature at which the explosion will detonate. Heat Value - sets or displays current temperature temperature. Heat Conductivity - How much heat will be conducted to the explosion object. 1.0 is full conductivity with no heat loss, and 0.0. is zero conductivity. Useful for slowing heat transfer. Heat Rate - the rate in degrees/second that the temperature will climb Random Variance - Tatakai will add or subtract the heat threshold by a random number within this amount. Ambient Temperature - temperatures will normalize to this ambient temperature if no heat is applied. PAGE 6

DETONATION TYPES (continued) DETONATION_TYPE_ARMING Detonation_Type_Arming provides the explosion object with an arming flag. The explosion object should usually have the require arming attribute set to true when using the arming detonation type. Is Armed - is armed or isn t armed. Passes state to explosion object. Detonate When Armed - will automatically detonate when armed. Arm By Delay - similar to the timer detonation type, you can arm the object via a countdown timer. Arm By Speed - will arm the object once a certain speed threshold is reached (in meters/second). This is useful to mimic the arming techniques of rocket propelled grenades or surface-to-ground missiles. Arm By Altitude - will arm the explosion object when it passes above this height threshold. Arm By Depth - will arm the explosion object when it passes below this height threshold. DETONATION_TYPE_PROXIMITY Detonation_Type_Proximity will detect any object across a specific angle from the explosion object and will detonate if that object is within the detection zone. This is useful for explosives such as trip wires, land mines, or claymore anti-personnel mines. Detect Range - Projected range of the detection zone. Detect Degrees - spread (in circular degrees) of the detection zone. Detect Rotation - lateral rotation (direction) of the detection zone. Detect Angle - height rotation (direction) of the detection zone. Detect Sensitivity - Sensitivity factor of the detection. With low sensitivities the object may be able to move past the detection zone without it triggering a detection. Detect Layers - Set a layer mask to determine which object layers will be ignored Show Debug - will show a linecast visualization of the detection zone (editor only) (gizmos must be turned on) DETONATION_TYPE_PROJECTILE Projectiles are special objects in Tatakai, seperate from normal impact hits. Detonation_type_Projectile will log all projectile hits to the explosion object and detonate accordingly. Hit - convenience function that logs a hit from a projectile object. Detonate - convenience function, detonates the explosion object. Detonation Chance - with each logged hit, the component will calculate the chance of detonation from that hit. 0.0 is never detonate, and 1.0 is always detonate. you can control the susceptability to projectiles by setting this value. Target Hardness - contributes to the projectile bounce rate when hitting this explosion object. 0.0= no contributing effect. 1.0 = 100%. Add Force - force added to the explosion object with each hit. Show Hit Labels - enable or disable hit decals for this object. (e.g. bullet hole marks) Show Hit Effects - enable or disable hit effects for this object. (smoke, sparks, etc.) Custom Hit Label - projectile hits will use a custom hit label. (otherwise will use default) Custom Hit Effect - projectile hits will use a custom hit effect. (otherwise will use default) Custom Sound - projectile hits will use a custom hit sound. (otherwise will use default) Custom Sound Range - if using a custom sound you can specify a custom maximum range for that sound. Hit Vector - convenience attribute shows the hit vector (vector3) from the most recent projectile hit. PAGE 7

ACTION TYPES PAGE 8

DEBRIS OBJECTS PAGE 9

GUN COMPONENT PAGE 10

PROJECTILE OBJECTS PAGE 11

MAGAZINE OBJECT PAGE 12

GUN SIGHTS PAGE 13

DECALS / LABELS PAGE 14

SPECIAL FX - OBJECT SOUNDS PAGE 15

SPECIAL FX - CAMERA SHAKE PAGE 16

SPECIAL FX - WIND PAGE 17