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Projectile system templates: Difference between revisions

From Resonite Wiki
This page covers the projectile system ProtoFlux examples in the Resonite Essentials folder under the Examples sub folder. (Still WIP) It goes over both the newer version that is nearing release and the older existing one within the folder (i recommend not using it its older and not as optimized as the new one)
 
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== "Hitscan Projectile System" (Projectile system V4) ==
== "Hitscan Projectile System" (Projectile system V4) ==
This is the latest 4th generation projectile system created to utilize optimization techniques, notably now including the ability to use object pooling to lessen the amount of creating and destroying objects constantly.
This is the latest 4th generation projectile system created to utilize optimization techniques, notably now including the ability to use object pooling to lessen the amount of creating and destroying objects constantly.
As the name implies it uses a similar method to hit scanning in video game terms but it also can be used to create advanced projectiles that follow a particular trajectory or follow objects using a built in tracking mode.


=== System Contents (what you see when its selected in an inspector): ===
=== System Contents (what you see when its selected in an inspector): ===

Revision as of 01:47, 27 January 2026

Within the cloud home, there is a bow and crossbow on the outer balcony next to a toggle-able shooting gallery style targets system. These items use a in-platform created projectile system template that can be used for a variety of other content as the template itself also resides in the Resonite Essentials folder for anyone to use.

Important Notes:

  • there are multiple versions of this system that were created over time, the newest one is more optimized than the prior one due to the features and design approach the old one had.
  • Each version includes a sub versioning/iteration tracking notation in the base system name which is the parenthesis that contain the capital letter "I" for Iteration followed by a 4 digit number signifying the current iteration of the system. Example: (I0085)

"Hitscan Projectile System" (Projectile system V4)

This is the latest 4th generation projectile system created to utilize optimization techniques, notably now including the ability to use object pooling to lessen the amount of creating and destroying objects constantly.

As the name implies it uses a similar method to hit scanning in video game terms but it also can be used to create advanced projectiles that follow a particular trajectory or follow objects using a built in tracking mode.

System Contents (what you see when its selected in an inspector):

  • A debug visual that is created using procedural meshes
  • A subset of variables categorized by different parts of the system
  • Credits of those who either helped worked on the system or helped with advice
  • An example particle system that could be used in place of a duplicated slot projectile or build a similar particle system using it as reference.
  • Template objects within a hidden object root that is used to store templates of objects for duplication and use by the system.
  • Object pools that are within a hidden root that stores previously duplicated templates in container slots to be re-used by the system instead of constantly create and destroy slots.
  • Organized ProtoFlux container slots of individual node circuits that power different parts of the projectile system.
  • "Projectile Spawn Point" (The slot that is the point where a projectile will spawn from with the positive Z axis being the forward direction of the projectile)
  • "Point Blank Raycast Point" (The slot that is the reference point of a raycast in front of the system that is to check if a surface the system is facing is too close to even warrant a projectile to be fired and simply raycasts into the surface and places decals on it as if a projectile had collided with the surface.
  • The "Sound FX Clips" slot is used for shared audio clip assets or players that is shared across the duplicated template objects used by the system. (things like asset loaders for audio clips also would be placed here).
  • Crossbow Particle Styles are also included in the system to be a great example of particles used for making visual FX for projectiles, impacts and projectile ricochets.

Credits:

  • Aegis_Wolf (Rewriting this system from the ground up, testing, constant fixing up to this point of stable release)
  • Ryuvi (assisting in some testing and mainly advice on problem solving regarding this system)
  • Modern (Testing it/occasionally running into a few bugs to be fixed in the ProtoFlux setup)
  • The Lass 240 (Testing this system on their own content and running into things that the system hasn't been designed to accommodate yet or run into bugs to patch in the ProtoFlux)

Projectile System 3 (Older one that is not as optimized as V4)