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character:prefabs [2019/09/10 05:00]
Mistermind [Character Prefabs]
character:prefabs [2019/11/22 03:44]
Mistermind [Create a character prefab]
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 Here you will select the 3D model that represents this character. This model musts be encapsulated into a [[https://docs.unity3d.com/Manual/Prefabs.html|Prefab]] and it must have the following attached components: Here you will select the 3D model that represents this character. This model musts be encapsulated into a [[https://docs.unity3d.com/Manual/Prefabs.html|Prefab]] and it must have the following attached components:
  
-  * (SOURCE VERSION) Hit Boxes Script (''.\UFE\Scripts\Core\HitBoxesScript.cs'')+  * (SOURCE VERSION) Hit Boxes Script (''.\UFE\Scripts\Core\Physics\HitBoxesScript.cs'')
   * (OTHER VERSIONS) Hit Boxes Script (''.\UFE\Plugins\UFE.dll\HitBoxesScript'')   * (OTHER VERSIONS) Hit Boxes Script (''.\UFE\Plugins\UFE.dll\HitBoxesScript'')
   * [[https://docs.unity3d.com/Manual/class-Animation.html|Animation]]/[[https://docs.unity3d.com/Manual/class-Animator.html|Animator]] (Unity Component)   * [[https://docs.unity3d.com/Manual/class-Animation.html|Animation]]/[[https://docs.unity3d.com/Manual/class-Animator.html|Animator]] (Unity Component)
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   * Drag your character model from your project folder to the **Hierarchy**   * Drag your character model from your project folder to the **Hierarchy**
   * If it doesn't have the animation/animator component yet, click on ''Add Component'' and search for the component. Search for //animation// if you are using [[:animationtypes|Legacy]] or //animator// for [[:animationtypes|Mecanim]]. No further configuration is necessary.   * If it doesn't have the animation/animator component yet, click on ''Add Component'' and search for the component. Search for //animation// if you are using [[:animationtypes|Legacy]] or //animator// for [[:animationtypes|Mecanim]]. No further configuration is necessary.
-  * Using the Project window, navigate to ''.\UFE\Scripts\HitBoxesScript.cs'' ((''.\UFE\Plugin\UFE.dll\HitBoxesScript'' if you are not using the source version.)) and, with the character still selected, drag the script to the Inspector window. No further configuration is necessary.+  * Using the Project window, navigate to ''.\UFE\Scripts\Core\Physics\HitBoxesScript.cs'' ((''.\UFE\Plugin\UFE.dll\HitBoxesScript'' if you are not using the source version.)) and, with the character still selected, drag the script to the Inspector window. No further configuration is necessary.
   * Once you're done, drag the character back from Hierarchy to your desired folder in the Project window. Unity will automatically create a prefab.   * Once you're done, drag the character back from Hierarchy to your desired folder in the Project window. Unity will automatically create a prefab.
  
 {{ :character:character_prefab_drag.jpg?nolink |}} {{ :character:character_prefab_drag.jpg?nolink |}}
  
-Now drag your newly created prefab to the //Default Prefab// under the Character Prefabs panel. Once you have your character in, you can select the prefab under [[character:hitbox|HitBox Setup]] to see and edit your character'hit boxes.+Now drag your newly created prefab to the //Default Prefab// under the Character Prefabs panel. Once you have your character in, you can select the prefab under [[character:hitbox|HitBox Setup]] to see and edit your character'hitboxes. 
 +If you are using "Resources Folder" as your loading method, write the path to the prefab file starting from the Resources folder. Example: If your character is located under ''Resources\Characters\MyCharacter'', you should write ''Characters\MyCharacter''.
  
  
character/prefabs.txt · Last modified: 2022/11/02 15:06 by FreedTerror