GASify
  • Introduction
  • Overview
  • Installation
  • Basic Usage
  • Ability System Component (ASC)
    • Attributes
    • Attribute Processors
    • Targetting System
  • Gameplay Ability (GA)
    • Gameplay Ability Implementations
    • Creating New Abilities
  • Gameplay Effect (GE)
    • Modifier
    • Calculation (GEC)
    • Behaviour (GEB)
  • Gameplay Tag
  • Gameplay Cue
  • Data Groups
  • Cookbook 🥣
  • Multiplayer / Networking
  • Contact & Note
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  • Define your Abilities, Effects, Tags and Attributes*
  • Attach the Ability to an AbilitySystemComponent (ASC)
  • Activate the ability:

Basic Usage

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Last updated 1 year ago

Example Scenes: Assets/GAS/Mirror-Integration/ExampleSceneMirrorGAS.unity (multiplayer) Assets/GAS/Example/ExampleSceneGAS.unity (singleplayer)

Define your Abilities, Effects, Tags and Attributes*

Create their Scriptable Objects:

Right click a folder in your editor -> Create -> GAS. Create an ability GameplayAbilitySO (GA SO). Create an effect GameplayEffectSO (GE SO). Populate the effect with tags and modifiers. (Use ADD MODIFIER button on the bottom of the GE SO) Drag the effect into the created ability's effectsSO field.

*Tags, Attributes and GameplayCues SOs must be in the same folder as their library (AttributeNameLibrary, GameplayTagLibrary, GameplayCueLibrary)

Attach the Ability to an AbilitySystemComponent (ASC)

Drag your ability into a pre-existent GroupASC at Assets/GAS/Resources/DataGroups OR; Alternatively, create your own GroupASCData Groups and drag it there.

Drag the GroupASC into the PrefabPlayer (GAS/Example/) OR; Alternatively, drag the GroupASC into a new AbilitySystemComponent.

Activate the ability:

Use the PrefabPlayer (GAS/Example/) to activate the ability with LeftClick or Numbers 0-9 or; Call TryActivateAbility from the AbilitySystemComponent (ASC) using your own code.

public void TryActivateAbility(int index, AbilitySystemComponent target)