Easy Enemy Health Bars in Unity
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- Опубликовано: 10 фев 2025
- The main difference between a Player's Health Bar in the HUD vs an Enemy's is creating the Health Bar in WORLD SPACE.
In stead of overlaying UI on the Camera, the Enemy or Game Object itself has a Canvas attached to it as a child object, and the UI is a part of the Enemy GameObject.
The benefit of this is the Health Bar follows the Enemy around, the downside is we need to make sure it stays oriented and positioned properly as it does.
Learn all about how to solve for that easily here without needing a single asset of your own.
Using Unity's Slider UI component out of the box we can use the guts of that to make a working health bar in close to 5 lines of code.
I literally never thought of adding health bars directly to enemies, with its own canvas and everything 😅
Thanks for the tutorial ♡
For anybody who ran into problems with the health bar stretching when rotation is added, I was able to fix this by changing the rotation of the canvas rather than the health bar UI item itself. This is a simple fix:
transform.rotation = camera.transform.rotation;
becomes
transform.parent.rotation = camera.transform.rotation;
hope this helps some people out!
Thank you. Went looking for this comment when I ran into the issue myself. 👍
You are the man, thank you
You are a legend, I was tearing my hair out trying to fix this. Can't believe I fell into the 'rotating a scaled transform' trap AGAIN
That was short, informative , well explained….. I loved it
Hey so glad youre back.
Love your videos
Amazing tutorial. There are so many overcomplicated videos on RUclips. You did it simple and straight to the point. Thanks!
It's been too long, bmo. We demand more videos!
welcome back, was just wondering where you dissapared :)
The King strikes again!
Clicked on this so fast 💨 Bmo is the tutorial rizzler
You are back!
a helpful and simple video, and exactly what i was looking for. thank you
Nice, thank you for making this.
Very helpful and simple and easy, thank you so much!
Appreciate it, now go make the best game of all time
Wow! You're Back! Welcome I missed your coding videos!😢❤
First, reference the Sprite Renderer next to the variables with "public SpriteRenderer sprite" Then, use code to change the color when the health is under a certain amount. For example, if you wanted it to turn red when under 50 health, you could write "if(health < 50)
{
sprite.color = red;
}
Hope this helped! (Also I've never actually tried it, but if I had to guess, this is how you would do it.)
Great - very good teacher
This is so damn helpful!!!! Thank you, thank you, thank you!!!!!!
I'll keep that saved. Thanks!
Great tutorial.
great video thanks bud!!
Very good tutorial. However, I can see the border of Canvas in game view. Not sure why. How to get rid of border of Canvas in game view?
does it ever go to zero? looks like there is always a little bit color left
Thank you sir
Nice video man :D
Getting an issue on the floating health bar script. On public void update health bar "must declare a body because it is not marked abstract, extern or partial" and on the line below at 5:04 slider, current and max value "does not exist in current context" anyone know where i went wrong 🙏🏾
Thank you
I have the health bar working, but how do I make it so that the health bar stays at the top of my game scene and not move with the enemy character?
was hard asf ngl omg
did it tho💔
Hi great video loved it small suggestion link in the description or end of video related videos
do you have tutorial for that shooting? it looks really good and the way it bounces :D
Hey that's a great tutorial, I will use it. A question : My enemies come from far away, how do I keep the health bar big enough to always see it ? Will it shrink as if with the distance ?
savior
very very helpfull thanks you.
How do I have healthbars placed above each of my enemies (say, I spawn a pack of 10 enemies, and each of them has their own healthbar)?
add the healthbar to the enemy prefab? so, when you spawn the enemy , it will already have the healthbar attached.
are you also making a nest of Thorns clone ?
@ ahahahahhahaahahah, actually yes, how did you guess?
@ saw your profile, and took an educated guess XD. let me know if you don't come right :)
Thank you!!!
This tutorial rotates the whole object to rotate the canvas alongside it. In 3D, your whole model will be facing the floor when rotated, instead of just the model. Doing slider.transform.rotation instead of transform.rotation is an easy fix
thanks
[comment response answered my question!]
I’m confused why you divided current value by the max value. In my case 3 the starting value, and 3 the max value. Get divided and cause a 1 value. Making it so my health bar has 1 hit left, but the enemy has 3.
If I try to add 2 to the value. It doesn’t update the bar at all.
the value of Slider goes from 0 to 1 (0 means slider is fully slided left, and 1 means slider is fully slided right). It means that when your current health is equal to your max health (you are full hp) currentHealth / maxHealth gives you 1. Assigning this 1 to slider value gives you slider that is fully slided to the right. When you are half hp (say 10hp out of 20hp), currentHealth / maxHealth will give you 0.5, assigning this 0.5 to the slider value will give you slider that is slided halfway to the right, etc.
@ oh I see, that makes sense now. Thank you for clarifying that for me!
looking for you healthbar in children takes too long for the game, you could do it like your slider, drag and drop?
Works for me but leaves an annoying white square artifact i cant seem to remove
Why in the Canvas in the Event Camera you didn't assign the Main Camera ?
so what if there a multiple enemies? I use pooling for them do I hvae to pool the canvas separately?
i did it till the increase and decrease teh value, but when i play it, and add background sprite like Mountain or something, the hpbar was covered by the background sprite, how to fix it ?
i already tried to put sprite renderer on the canvas but not work
Same problem, I have health bar on asteroid, but asteroid keeps blocking it
here is the code if anyone wants it remamber change the name the
one you are using
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class FloatingHealthBar : MonoBehaviour
{
[SerializeField] private Slider slider;
[SerializeField] private Camera camera;
[SerializeField] private Transform target;
[SerializeField] private Vector3 offset;
public void UpdateHealthBar(float currentValue, float maxValue)
{
slider.value = currentValue / maxValue;
}
void Update()
{
transform.rotation = camera.transform.rotation;
transform.position = target.position + offset;
}
}
thanks a lot
when it got to the rotation part, when i locked the slider in place, it just started stretching, do you know a fix for this? loved the video!
My health bar starts at 0 and then when i shoot it, it goes to 10?
how do i make it fetch the cameras position on its own and not have to drag it in so when i make a enemy preset i dont have to drag it in to everyone i place down
One question, if I make too many monsters by prefab in one scene, does that mean it will create tons of canvas? Is that ok?
Also if for some reason you don't want to have a camera variable, Quaternion.identity also works fine though my project is 2D so I dont know if it works in 3D or not.
how to make it turn yellow and red at certain health?
We have to rotate the health bar cause you made the enemy rotate, so why rotating him ?
Does anyone know why he uses [SerializeField] instead of the regular private access modifiers?
Shows up in unity inspector
Great tutorial!! subscribe.
ty ty
My game Helth bar app avalable
You made the Slider slider private, and the you instantiate from unity...
that's cheating.