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− | + | Space has the option to add attachments to your avatar. These can be anything from a sword, to jewellery, even other weapons such as guns, crossbows or shields. | |
− | + | You can also use the attachment option to have your avatar wear certain types of armor such as shoulder pads. | |
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− | + | ==Setting up for the Attachment== | |
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− | + | You can make an attachment the same way as any other 3D model you would make and import into Unity, or you can use assets from the Unity Asset Store and import them into Unity to use as your attachment. | |
− | + | You can follow our guide [[Clothing/Importing|here]] on how to import 3D meshes. | |
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+ | ====Setup your scene==== | ||
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− | + | The first thing you want to do is add your avatar skeleton into your unity scene. You can use either the default space avatars or your own avatar. | |
− | + | If you want to have the attachment available to all avatars and for it to look correctly placed, you might to need to repeat these steps a couple of times for each avatar. | |
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+ | ====Set up the attachment item==== | ||
− | + | When you have the avatar in the scene, you need to also drag the item you are using as an attachment into the scene from your project window. | |
− | + | When it is in the scene, you will want to place the item in the area of the avatar in which it will placed, for example, if you have a necklace as an attachment, place the necklace around the neck. | |
− | If you have | + | If you have a sword, place the sword in the hand of the avatar. |
+ | I have a choker as an example, so I have placed it where a choker would usually sit on the neck. | ||
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+ | [[File:Attachmentplacement.jpg]] | ||
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− | == | + | ===Clothing Settings=== |
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− | + | With the item selected in the hierarchy, click on Add component in the inspector window and search for clothing item settings. Add this component. | |
+ | |||
+ | Once this is added, you will see the clothing item settings. For attachments, there are a few things you need to check for the attachment to work correctly. | ||
+ | |||
+ | |||
+ | ====Slots==== | ||
+ | |||
+ | |||
+ | The slot you choose for the attachment depends on where it has been placed. For a necklace, you will need to choose the slot ‘Neck’, as this will stop any other item from being placed here. For a sword, you can check either the right hand slot or left hand slot depending on placement. For other attachments, check the slot accordingly. | ||
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+ | You will also need to check the ‘Keep Materials’ box to make sure all of the materials are kept for the attachment. | ||
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+ | |||
+ | [[File:Attachmentslots.jpg|600px]] | ||
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+ | ====Attachment Setup==== | ||
+ | |||
+ | |||
+ | Under the Attachment setup heading, make sure to check the Attachment box. The Attach to Bone option is there so you can attach the item to a certain bone on the avatar. | ||
+ | |||
+ | To attach it to a bone, click on the small circle next to the Attach to Bone box. This will bring up a Select Transform box, and in this window search for the bone you want to attach the item to. | ||
+ | |||
+ | Once this is done, you can scroll down and click on Prepare. | ||
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+ | |||
+ | [[File:Attachmentbone.jpg]] | ||
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+ | |||
+ | |||
+ | |||
+ | ====Make the item a prefab==== | ||
+ | |||
+ | |||
+ | After you have prepared the item, drag the item from your hierarchy into your project window to make it into a prefab. Make sure the prefab is selected for the next step. | ||
+ | |||
+ | |||
+ | ===Uploading the Attachment=== | ||
+ | |||
+ | |||
+ | To upload the attachment, make sure you have the prefab selected. Scroll down in the Inspector window until you see the Add Component button. | ||
+ | |||
+ | Click on it and Search for Virtual Good and click on the virtual good script to add it. | ||
+ | |||
+ | |||
+ | For attachments, you want to select the Clothing content type under the virtual good script. Fill in all the other details, and when you get to the Category option, choose the appropriate category. | ||
+ | |||
+ | Usually for attachments this will be under the Accessory sub category. | ||
+ | |||
+ | After all the details have been filled in, you can auto submit your attachment to space. | ||
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==Further Reading== | ==Further Reading== | ||
{{Creation Navbox}} | {{Creation Navbox}} | ||
{{Component Navbox}} | {{Component Navbox}} |
Space has the option to add attachments to your avatar. These can be anything from a sword, to jewellery, even other weapons such as guns, crossbows or shields.
You can also use the attachment option to have your avatar wear certain types of armor such as shoulder pads.
You can make an attachment the same way as any other 3D model you would make and import into Unity, or you can use assets from the Unity Asset Store and import them into Unity to use as your attachment.
You can follow our guide here on how to import 3D meshes.
The first thing you want to do is add your avatar skeleton into your unity scene. You can use either the default space avatars or your own avatar.
If you want to have the attachment available to all avatars and for it to look correctly placed, you might to need to repeat these steps a couple of times for each avatar.
When you have the avatar in the scene, you need to also drag the item you are using as an attachment into the scene from your project window.
When it is in the scene, you will want to place the item in the area of the avatar in which it will placed, for example, if you have a necklace as an attachment, place the necklace around the neck.
If you have a sword, place the sword in the hand of the avatar.
I have a choker as an example, so I have placed it where a choker would usually sit on the neck.
With the item selected in the hierarchy, click on Add component in the inspector window and search for clothing item settings. Add this component.
Once this is added, you will see the clothing item settings. For attachments, there are a few things you need to check for the attachment to work correctly.
The slot you choose for the attachment depends on where it has been placed. For a necklace, you will need to choose the slot ‘Neck’, as this will stop any other item from being placed here. For a sword, you can check either the right hand slot or left hand slot depending on placement. For other attachments, check the slot accordingly.
You will also need to check the ‘Keep Materials’ box to make sure all of the materials are kept for the attachment.
Under the Attachment setup heading, make sure to check the Attachment box. The Attach to Bone option is there so you can attach the item to a certain bone on the avatar.
To attach it to a bone, click on the small circle next to the Attach to Bone box. This will bring up a Select Transform box, and in this window search for the bone you want to attach the item to.
Once this is done, you can scroll down and click on Prepare.
After you have prepared the item, drag the item from your hierarchy into your project window to make it into a prefab. Make sure the prefab is selected for the next step.
To upload the attachment, make sure you have the prefab selected. Scroll down in the Inspector window until you see the Add Component button.
Click on it and Search for Virtual Good and click on the virtual good script to add it.
For attachments, you want to select the Clothing content type under the virtual good script. Fill in all the other details, and when you get to the Category option, choose the appropriate category.
Usually for attachments this will be under the Accessory sub category.
After all the details have been filled in, you can auto submit your attachment to space.
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