![]() New character models will need to have their character joints set up and eachĬollider needs a LocationDamage.cs component. Hierarchy and drag the child mesh object over the Object With Anims field of the AI.csĬomponent. Now we want the AI.cs component of the root/parent NPC object to use the animations of theĬhild character mesh you just added to this object. The animationĬomponent of the duplicated NPC object can also be deactivated by checking the box in the ![]() Mesh in the project library, and drag it over the duplicated root NPC object. After you’ve done this, you can locate the new NPC character Then you can expand the hierarchy of the duplicated NPC in the Hierarchy window and delete all Original won’t accidentally be overwritten. Object in the hierarchy view and select Break Prefab Instance from the GameObject menu so the ![]() ![]() Then you can click on the RobotNPC or ZombieNPC The first step to adding a new NPC is dragging an existing NPC object from the project libraryįrom either Assets\RFPSP\NPCs\ZombieNPC for the zombie NPC or from Assets\ I have followed RFPSP's instructions, which are: I am entirely new to this and have never changed out characters before so this may be a very simple problem. I am attempting to use the Monster 3 asset from the unity store with the RFPSP asset.
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