Reaction Profiles
ReactionProfile
A ReactionProfile is a ScriptableObject asset that stores how a hit should look and feel. Because profiles live outside prefabs you can reuse the same Light‑Hit, Heavy‑Hit, or Explosion profile across dozens of characters.
Where is it? Create ▸ HitReactions ▸ ReactionProfile in the Project window, then select the asset to open this inspector.
Inspector Reference
1. Timing
Reaction Duration
0.3
Total time (in seconds) from impact to fully recovered pose.
Blend‑In Speed
5
How fast weight climbs to 1.0 after a hit. Higher = snappier.
Blend‑Out Speed
5
How fast weight drops back to 0 once the timer expires.
2. Blend Curve
Blend Curve
EaseInOut ⤶
Shapes the weight over time. Replace with a custom AnimationCurve for overshoot, bounce, etc.
3. Rotation
Use Rotation
✔️
Toggle rotational offsets entirely.
Rotation Strength
(10,10,5)
Maximum random swing (deg) per axis. Use small Z to avoid barrel‑rolls.
Rotation Mode
RandomAndDirection
Choose how to mix random noise vs. direction‑aware tilt: • RandomOnly — chaotic twitch.• DirectionOnly — always tilt away from hit.• RandomAndDirection — blend both for natural feel.
Direction Rotation Multiplier
1
Controls how strongly hit‑direction influences rotation when mode supports it. 0 = ignore direction.
4. Translation
Use Translation
❌
Enable position offsets in addition to rotation.
Translation Strength
(0.1,0.1,0.1)
Maximum random local‑space movement (m).
Translation Mode
RandomOnly
Same three modes as Rotation.
Direction Translation Multiplier
0.1
Distance (m) to push along incoming vector when direction is used.
5. Hit‑Direction Source
Use Contact‑Point Direction
❌
On: direction = (hitPoint − bone)
. Good for swords & fists.Off: direction = incoming projectile velocity. Good for bullets & rockets.
6. Axis Locks
Lock individual axes for both rotation and translation (1 = allowed, 0 = blocked).
Rotation Axis Mask
(1,1,0)
Disables roll (Z). Character can pitch & yaw but never flips.
Translation Axis Mask
(1,0,1)
Allows X/Z knock‑back while keeping Y (vertical) unchanged so feet stay planted.
Practical Tips
Heavy impacts: Increase Reaction Duration to ~0.7 s and lower Blend‑In Speed slightly for a sluggish recoil.
Subtle upper‑body hits: Disable Translation, keep Rotation Strength around
(5,5,2)
.Explosions: Set Rotation Mode = DirectionOnly, Direction Rotation Multiplier = 2, and enable Translation with a 0.5 m push.
Networked games: Store profile GUIDs and sync only the hit parameters to other clients—every rig will reproduce the same offsets deterministically.
Creating Variants
Right‑click an existing profile → Duplicate to branch a new variant. You can then swap profiles at runtime or per weapon via code:
Next Up
Head to BodyPartReactor Inspector to see how profiles plug into each bone and which runtime toggles affect blending.
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