Common Mistakes When Using DynamicSkins - RuneFox237/DynamicSkins GitHub Wiki
There are a number of common mistakes that I've found users make when using DynamicSkins. I will try to document all of them and their solutions here.
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Mistake: Using the Prefab from the Scene in the prefab field of a Dynamic Modification
- Solution: Make sure you are using the one from assets. If you are selecting from the target menu, make sure the active tab at the top says Assets.
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Mistake: Having a prefab with invalid naming
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Solution: Some prefab names can cause issues with the DynamicSkins scripts. Make sure your prefabs:
- Don't start with a number i.e. 0-9
- Don't contain a "."
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Mistake: Renaming the prefab in Assets but not the one in Scene.
- Solution: A common occurrence is to use the base of the prefab as the "root" in the dynamicBone script. If you had to rename the Prefab make sure both the prefab in the scene and the prefab in assets have the same name as the dynamicSkins script uses their names as identifiers.
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Mistake: Leaving a DynamicBones Script on the prefab
- Solution: Leaving a dynamicbones script or any other scripts on one of the prefabs you have in the Assets folder may cause issues when the mod is loaded in-game resulting in the mod not working. You can double-click on the prefab in the assets folder to enter a prefab editor where you can remove those scripts.
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Mistake: Giving DynamicBones the wrong Root
- Solution: There seem to have been issues with DynamicBones when users set the root to one of the base armatures bones like the head or pelvis. Instead set the root to one of the bones in the prefab's hierarchy, like it's base.
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Mistake: Making new objects that are not part of the Prefabs given to Dynamic Skins
- Solution: Don't make extra objects in your armature other than inside the prefabs you are giving to Dynamic Skins. Adding extra objects for colliders and other things can cause the script to fail when searching for these extra objects on the in-game armature as they don't exist on the in-game armature.