Configuration Tab
The Configuration tab defines per-faction defaults for spawning, movement, audio, and general combat behavior. Many of these are convenience defaults; runtime systems (especially the Spawning System) can override them when issuing spawn calls.
Spawn Settings
Indicator Prefab: Optional visual marker shown when issuing spawn/move orders. If your Spawning System provides its own indicator, that will override this.
Default Formation Type/Size/Spacing/Thickness: Shape and density used when this faction spawns. The Spawning System can override these per spawn request. Treat these as sensible defaults for quick prototyping.
Override Formation (elsewhere in the asset): When enabled, this faction forces its own formation instead of controller/global settings.
How overrides work
Controller/Spawning System wins: If the runtime Spawning System specifies formation, size, spacing, or indicator, those replace the values here.
Use these as fallbacks: Set conservative defaults here so ad-hoc spawns behave predictably even without explicit overrides.
Navigation Settings
Agent Base Speed: Baseline NavMesh speed for this faction (scaled by global multipliers if used).
Destination Spread: Radius for dispersing agents around a target point; higher values reduce clumping.
Throttle Destination Updates / Max Updates / Priority Bonus: Spread NavMesh recalculations across frames; priority gives visible agents extra updates.
Offscreen Nav Sync Interval: How often offscreen agents sync to NavMesh (bigger = cheaper, smaller = more accurate).
Rotation Lerp: How quickly agents face their movement direction.
Stuck Recovery: Teleport or retry logic for stuck agents (timeout, velocity threshold, retry count). Keep enabled for big swarms.
Arrival Sync & Reapply Formation: Optionally stop nearby agents once one arrives, and reform after arrival for orderly groups.
Formation Reformation: Allows agents chasing distant targets to briefly reform (distance/size/spacing controls).
Audio (Faction Voice & Footsteps)
Faction Audio Volume / Pitch Variation / Spatial Blend / Min–Max Distance: Global voice settings for this faction’s attack/death/selection/command/ambient clips.
Max Concurrent Sounds Per Clip: Caps simultaneous plays per clip to prevent thousands of overlapping sounds.
Selection & Command Sounds: Separate clips for small vs. large group interactions; thresholds define when to switch.
Ambient Sounds: Periodic idle chatter; chance per second and cooldown control frequency.
Footstep Audio: Enable per-agent footsteps or group footsteps. Group mode offers interval/event playback, surface detection, thresholds for small vs. large groups, volume/pitch/spatial settings, and concurrency limits.
General Combat Defaults (context)
While detailed combat is configured in the Combat tab, the Configuration tab also carries high-level multipliers:
Health/Damage/Incoming Damage Multipliers: Per-faction scalar baselines before status effects and global modifiers.
Speed Multiplier: Broad movement speed scaling.
Practical guidance
For quick setups, fill Spawn defaults and leave overrides to the Spawning System when needed.
Keep Destination Spread and Arrival Sync tuned to reduce crowd clumping without over-stretching lines.
Use Max Concurrent Sounds Per Clip to avoid audio spam; start low (3–5) for large battles.
Enable Stuck Recovery unless you have custom logic; big swarms will inevitably wedge without it.
If you use group footsteps, start with conservative concurrency and interval values, then iterate in a stress scene.
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