Teams Editor
Overview
A data-driven combat framework that manages faction relationships, targeting, and balancing through a single team assignment — eliminating the need to manually wire interactions across individual systems.
How It Works
Teams are defined as layermasks, and the editor defines which teams interact with which. When an entity is assigned to a team at runtime, it automatically receives the correct physics layer. Everything attached to that entity — weapons, bullets, abilities, healing — inherits the same relationship logic, ensuring they only affect the right targets without any additional configuration.
Features
Automatic System Propagation
Changing an entity's team instantly updates its physics interactions, targeting, healing targets, and visual identity across all dependent systems. Complex scenarios like enemy possession reduce to a single value change rather than manually rewiring multiple systems.
AI Targeting Without Explicit Logic
AI units don't need to be told who to target. They simply query their rivals, which the framework resolves automatically. This means AI behaves correctly in any faction configuration without custom targeting logic per unit type — and reacts naturally to dynamic team changes like possession or faction switching mid-game.
Damage Modifiers & Targeting Priorities
The editor supports per-relationship damage and healing multipliers, allowing designers to tune faction balance without touching individual unit stats. Targeting priorities can also be defined per team — for example, enemies prioritizing ally units before the player — giving AI meaningful tactical behaviour without additional code.
Swappable Runtime Profiles
Team relationship configurations can be saved as profiles and swapped at runtime. This allows rapid scenario testing — switching between PvP, PvE, co-op, or free-for-all configurations in the same scene without any code changes.
Visual Identity
Entity colors are resolved from their team assignment, keeping visuals consistent and in sync automatically. No manual updates needed when team relationships change.
Impact
- Enemy possession, faction switching, and similar complex scenarios reduce to a single value change
- AI targeting works correctly across any faction configuration out of the box
- Designers can iterate on faction balance and relationships without touching code