Getting Started With 'That Hurt!'
Of course you do and now it's easier than ever! Here's the secret code you need:
ThatHurt.Pop(worldPosition, damage);
That's it! You're done! Enjoy!

Pew pew pew!
The way the system works is it uses a runtime component to handle the configuration of the floaties. Stuff like how long they live, how fast they are, what direction they go in, how they fade out... Mostly a few
Curve
fields and a couple of Vector3
fields for the spacial things.Here's what it looks like:

The Runtime component of That Hurt!
This is required for every scene you want floaties to be able to function in. However you decide to manage that in your project, simply make sure it's available throughout your runtime session and there is only one copy of it at a time.
Once the runtime component is in there and has a reference to the Floatie Prefab, UI Canvas and Camera then you're basically ready to go. Just call the code above and boom, you've got floaties. Check out the example scenes if you're not clear on anything.
Pleasant adventures,
- Lane
Last modified 2yr ago