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Getting-Started


Getting Started

This page gives you the fastest path to a working health bar setup. If you have not imported and configured the package yet, complete Installation first.


Step 1 - Open Health Bar Settings

Navigate to:

Project Settings > SoftKitty > Health Bar System

You will configure all presets from this panel:

  • Module Setting
  • Floating Combat Text Settings
  • Bar Settings
  • Over-time Effect Setting
  • Overhead Settings


Step 2 - Choose Your Runtime Mode

Mode A: Linked to SoftKitty Shared Data

Use this when your character data already comes from EntityManagerObject, AttributeObject, and OverTimeEffectObject.

  • Enable Use SoftKitty EntityManager and Attributes in Module Setting.
  • Enable Use SoftKitty Over Time Effect in Over-time Effect Setting.
  • Configure bar-to-attribute binding in BarSettings.
  • Add EntityComponent and HealthBar on the same character object.

See full guide: Using with EntityManager

Mode B: Standalone Manual Values

Use this when you do not want to depend on SoftKitty shared data objects.

  • Keep Use SoftKitty EntityManager and Attributes disabled.
  • Keep Use SoftKitty Over Time Effect disabled.
  • Drive values directly from your game code with HealthBar.

Step 3 - Assign and Preview

  1. Create one or more bar presets in BarSettings.

    • Each preset must have a unique UID.
    • Configure value mapping using Current/Max/Overlay/Overlay Max Value Attribute (only needed in Entity-linked mode).


  1. Create one or more overhead presets in OverheadSettings.

    • Each overhead preset must have a unique Overhead UID.
    • Set Main Bar (idx:0) to reference the bar preset you want to use for the primary bar.
    • Optionally configure Sub Bars for extra layers/resources.


  1. Ensure there is exactly one HealthBarCanvas in your scene. HealthBarCanvas lets the system find the target UI Canvas used to render world-space HealthBar elements.

    • Add the Canvas component on the same GameObject as HealthBarCanvas.
    • In Additional Shader Channels, enable TexCoord1 and TexCoord2.

    • This allows the shader to receive per-instance data through UV2/UV3 channels and helps avoid creating multiple material instances.

  1. Add HealthBar to each character that should display an overhead/world-space bar.

    • Assign the correct Overhead UID in the HealthBar component.


  1. Bind entity data (Entity-linked mode only).

    • Add EntityComponent on the same GameObject.
    • Select an Entity UID from your database.
    • If you are using standalone mode, do NOT add EntityComponent and do NOT enable Use SoftKitty EntityManager and Attributes.


  1. Preview in Play Mode
    • Entity-linked mode: update the entity Attribute values and confirm the bar auto-syncs correctly.
    • Standalone mode: manually drive values via HealthBar SetValue(...) calls.

  1. Validate optional feedback
    • Turn on/off Show Floating Combat Text and Show Over-time Effect in the relevant bar/overhead presets based on your design needs.

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