.\UFE\Plugin\UFE.dll\HitBoxesScript
if you are not using the source version.Here you will select the 3D model that represents this character. This model musts be encapsulated into a Prefab and it must have the following attached components:
.\UFE\Scripts\Core\Physics\HitBoxesScript.cs
).\UFE\Plugins\UFE.dll\HitBoxesScript
)Watch this tutorial to learn how to create a character prefab or follow the tutorial below.
Follow the steps below to create a character prefab for UFE using your recently imported 3D model:
.\UFE\Scripts\Core\Physics\HitBoxesScript.cs
1) and, with the character still selected, drag the script to the Inspector window. No further configuration is necessary.
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 HitBox Setup to see and edit your character's 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
.
To create alternative costumes just unfold the option and click on New Prefab
. Repeat the process above to create a different prefab and drag it to the Alternative Prefab
field. You can also enable color masks if you just want to have quick color switches to your prefab.
Notes:
.GUI\UI Prefabs\CharacterSelectionScreen.prefab
and .Scripts\UI\Templates\DefaultCharacterSelectionScreen.cs
) selectable under GUI Options..\UFE\Plugin\UFE.dll\HitBoxesScript
if you are not using the source version.