RSBDOCS
Getting startedBullet time

Bullet-time target

Mark objects that can trigger the cinematic sequence.

Add BulletTimeTarget to the target transform reported by raycasts. The component is in src/BulletTime. Targets start active. Use SetActivation to change eligibility; IsActive is a read-only property, not an Inspector checkbox.

For the tutorial, place a cube at (0, 0, 100), scale it to (5, 6, 1) and reset its rotation. With the default minimum distance of 90, a hit on its near face is far enough away.

BallisticSurface is optional. A target may also be penetrable or ricochet-enabled. Target eligibility and surface response are separate checks.

To deactivate a target from code, call target.SetActivation(false). Read IsActive to inspect its state. The runtime checks the flag, not just the presence of the component.

At this point a shot alone will not produce the cinematic effect. Continue by adding the bullet object and the camera listener.

A cube with BulletTimeTarget attached.
Original RSB manual capture. Follow the current instructions on this page for paths and setup. Click the image for full size.