.. _demoConfigs: Demo Configs ===== .. contents:: :local: Configs ------------ .. _generalSettingsDemo: General Settings Config ~~~~~~~~~~~~ Config to quickly on/off optional features. Where To Find ~~~~~~~~~~~~ .. image:: /images/configs/common/GeneralSettingsOnScene.png Config Example ~~~~~~~~~~~~ .. image:: /images/configs/common/GeneralSettingsConfigDemo.png :scale: 70% Player Settings ^^^^^^^^^^^^^^^^^^^^^^ **Player agent type:** * **Player** : player will be spawned. * **Free fly camera** : flying camera will be spawned. **Player controller type:** * **Built In** : the player spawned by the built-in solution & has an example built-in controller. * **Built In Custom** : the player spawned by the built-in solution, but the player NPC has a custom character controller & taken from `PlayerCustomHybridMonoNpcFactory`. * **Custom** : the player is spawned & handled entirely by the user's custom solution. **Vehicle interaction type:** * **Built In** : the player interacting with cars by the built-in solution. * **Custom** : the player interacting with the cars by the custom user solution. **Bullet collision type:** method of calculating collisions for a bullet. * **Calculate collision** : manual calculating. * **Raycast** : by raycast. **Shoot direction source:** * **Joystick** : target of the firing in the direction of the joystick. * **Crosshair** : target of the shooting in the direction of the crosshair position. Player Target Settings ^^^^^^^^^^^^^^^^^^^^^^ | **Max target distance** : maximum distance for crosshair target capture *(crosshair mode only)*. | **Max capture angle** : maximum angle for crosshair target capture *(crosshair mode only)*. | **Default aim point distance** : distance between the player and the crosshair if there is no target. | **Default aim point Y position** : default Y-axis crosshair position. Common Car Settings ^^^^^^^^^^^^^^^^^^^^^^ | **Car visual damage system support** : on/off visual hit feature for traffic vehicles by bullets. Traffic Car Settings ^^^^^^^^^^^^^^^^^^^^^^ | **Has traffic** : on/off traffic vehicle in the city. **Traffic baking type:** * **Editor subscene** : all traffic entities are converted at editor subscene time. * **Runtime** : all traffic entities are converted at runtime. | **Change lane support** : on/off feature to change lanes for traffic. | **Traffic public support** : on/off public traffic vehicle in the city. | **Antistuck support** : on/off :ref:`antistuck ` feature for traffic vehicles. | **Avoidance support** : on/off :ref:`avoidance ` of the vehicles. | **Car hit collision reaction** : on/off traffic collision reaction to other traffic cars. | **Wheel system support** : on/off simple wheel system for traffic vehicles. Pedestrian Settings ^^^^^^^^^^^^^^^^^^^^^^ | **Has pedestrian** : on/off pedestrians in the city. **Pedestrian baking type:** * **Editor subscene** : all pedestrian entities are converted at editor subscene time. * **Runtime** : all pedestrian entities are converted at runtime. | **Pedestrian trigger system support** : on/off trigger feature for pedestrians (fear running due bullets etc...). Other Settings ^^^^^^^^^^^^^^^^^^^^^^ **World simulation type:** * **DOTS** : simulation of traffic & pedestrians entirely in `DOTS` space. * **Hybrid mono** : physics simulation run on `Monobehaviour` scripts, but input taken from `DOTS` entities simulation. **Physics simulation type:** * **No physics** : dots physics off. * **Unity physics** : `Unity` dots physics on. * **Havok physics** : `Havok` dots physics on (havok physical package is required). | **Cull physics** : on/off culling of the physics of dynamic objects that are far from the player. | **Cull static physics** :on/off culling of the physics of static objects that are far from the player. | **Force legacy physics** : force enable `built-in physics `_ , otherwise `built-in physics `_ will be disabled when :ref:`ragdoll ` is disabled. | **Health system support** : on/off health systems for all entities (vehicles, pedestrians, etc...). | **Navigation support** : on/off navigation systems for pedestrians. | **Props damage system support** : on/off damage systems for :ref:`props `. | **Target FPS** : target fps of the device. | **Hide UI** : on/off UI. | **Show FPS** : on/off fps ui panel. Npc Ground Config ~~~~~~~~~~~~ .. image:: /images/configs/npc/NpcGroundConfig.png | **Cast distance** : raycast distance. | **Stop falling distance** : distance from the surface where the landing animation starts. | **Falling distance** : min distance from the surface where the falling state starts. | **Grounded distance** : distance from the surface for ground state. .. note:: Currently only used for player NPCs.