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.

  • 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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