Quick Start
This guide walks you through creating a simple poison effect that deals damage over time. By the end, you'll have a working DoT effect with UI display.
What You'll Create
- A "Debuffs" category for organizing harmful effects
- A "Poison" effect that ticks every second for 5 seconds
- UI display showing the poison icon and remaining duration
Step 1: Create a Category
Categories organize your effects (Buffs, Debuffs, Crowd Control, etc.) and can limit how many effects of each type can be active simultaneously.
- Right-click in Project window
Create → Game Creator → Buff Status Effect Manager → Category
- Name it "Debuffs"
- Configure in Inspector:
- • Display Name:
Debuffs - • Category Type:
Debuff - • Color:
#FF4444(red) - • Max Concurrent:
0(unlimited)
- • Display Name:
Step 2: Create the Poison Effect
- Right-click in Project window
Create → Game Creator → Buff Status Effect Manager → Effect Definition
- Name it "Poison"
- Configure Identity:
- • Display Name:
Poison - • Description:
Deals damage over time - • Category: Assign your "Debuffs" category
- • Tags:
dot, poison
- • Display Name:
- Configure Duration:
- • Duration Mode:
Timed - • Duration:
5seconds
- • Duration Mode:
- Configure Tick Behavior:
- • Has Tick:
✓ Enabled - • Tick Interval:
1second - • Tick On Apply:
✓ Enabled
- • Has Tick:
Step 3: Setup the Manager
- Select your Player GameObject
- Add Component: Status Effect Manager
Component → Game Creator → Buff Status Effect Manager → Status Effect Manager
- Configure (optional):
- • Immunity Profile: Leave empty for now
- • Max Active Effects:
0(unlimited)
Step 4: Apply Your First Effect
Use Game Creator's Visual Scripting to apply the poison effect when something happens (e.g., player enters a trigger, enemy attacks, etc.).
Visual Scripting Setup
- Create a Trigger (On Trigger Enter, On Click, etc.)
- Add Actions to the Trigger
- Add Instruction:
Buff Status Effect Manager → Apply Effect - Set Target:
Player - Set Effect: Assign your "Poison" definition
// Or via C# script:
using BuffStatusEffectManager;
public class PoisonTrigger : MonoBehaviour
{
public StatusEffectDefinition poison;
private void OnTriggerEnter(Collider other)
{
var manager = other.GetComponent<StatusEffectManager>();
if (manager != null)
{
manager.ApplyEffect(poison);
}
}
}Step 5: Add UI Display
- Generate UI Prefabs
Menu: Tools → BSM → Generate UI Prefabs → All
- Add Effect Bar to Scene
Drag
BSM_EffectBar.prefabinto your Canvas - Configure Effect Bar:
- • Source Mode:
Player(auto-finds player) - • Filter Mode:
All(show all effects)
- • Source Mode:
- Poison icon appears in the effect bar
- Timer counts down from 5 seconds
- Console logs tick events every second
- Icon disappears when effect expires