Unity Skill
Unity integration for SPT (Single Player Tarkov) modding via BepInEx plugins. This project uses Unity 2021.x APIs through decompiled EFT assemblies, with heavy reliance on Physics.OverlapSphere, NavMesh, Vector3 math, and coroutine-based async patterns. All Unity calls happen on the main thread; use UnityMainThreadDispatcher patterns when needed.
Quick Start
NavMesh Position Validation
csharp
using UnityEngine;
using UnityEngine.AI;
// ALWAYS validate positions before navigation
public bool TryGetValidNavMeshPosition(Vector3 target, out Vector3 validPosition, float maxDistance = 2f)
{
if (NavMesh.SamplePosition(target, out NavMeshHit hit, maxDistance, NavMesh.AllAreas))
{
validPosition = hit.position;
return true;
}
validPosition = Vector3.zero;
return false;
}
Physics Overlap for Detection
csharp
// Find lootable objects within radius
private readonly Collider[] _scanBuffer = new Collider[64];
public void ScanForLoot(Vector3 position, float radius, int layerMask)
{
int count = Physics.OverlapSphereNonAlloc(position, radius, _scanBuffer, layerMask);
for (int i = 0; i < count; i++)
{
var collider = _scanBuffer[i];
// Process collider.gameObject
}
}
Distance and Direction Calculations
csharp
// Prefer sqrMagnitude for distance comparisons (avoids sqrt)
float distanceSq = (targetPos - botPos).sqrMagnitude;
if (distanceSq < maxDistanceSq) // Compare squared values
{
Vector3 direction = (targetPos - botPos).normalized;
// Use direction for facing/movement
}
Key Concepts
| Concept | Usage | Example |
|---|---|---|
| NavMesh sampling | Validate movement targets | NavMesh.SamplePosition(pos, out hit, 2f, NavMesh.AllAreas) |
| Physics overlap | Area detection | Physics.OverlapSphereNonAlloc(pos, radius, buffer, mask) |
| Layer masks | Filter physics queries | LayerMask.GetMask("Loot", "Interactive") |
| Transform caching | Performance | private Transform _cachedTransform; |
| Vector3 math | Distance/direction | (a - b).sqrMagnitude, (a - b).normalized |
Common Patterns
Spawn Position Calculation
When: Spawning MedicBuddy team behind player
csharp
public Vector3 CalculateSpawnPosition(Transform playerTransform, float distance = 15f)
{
// Spawn behind and slightly offset
Vector3 behindPlayer = playerTransform.position - playerTransform.forward * distance;
if (TryGetValidNavMeshPosition(behindPlayer, out Vector3 validPos))
return validPos;
// Fallback: try sides
Vector3 leftPos = playerTransform.position - playerTransform.right * distance;
if (TryGetValidNavMeshPosition(leftPos, out validPos))
return validPos;
return playerTransform.position; // Last resort
}
Coroutine for Timed Operations
When: Healing ticks, delayed actions
csharp
private IEnumerator HealOverTime(float totalAmount, float duration)
{
float elapsed = 0f;
float healPerSecond = totalAmount / duration;
while (elapsed < duration)
{
ApplyHealing(healPerSecond * Time.deltaTime);
elapsed += Time.deltaTime;
yield return null; // Wait one frame
}
}
See Also
- •patterns - GameObject handling, physics queries, NavMesh
- •workflows - Common Unity workflows in SPT modding
Related Skills
- •See the csharp skill for C# patterns and error handling
- •See the bepinex skill for plugin lifecycle and Unity integration
- •See the harmony skill for patching Unity methods