Create VGO - izayoijiichan/VGO GitHub Wiki
1. Load scene
If you use the UniVGO sample project, load ExportScene
.
If you want to create a new one, work on any scene.
2. Root Game Object
[GameObject]
Set any name.
No | component | description |
---|---|---|
1 | Transform | Must be the initial value. |
2 | Vgo Right | Set freely. |
3 | Vgo Generator | It is OK just to attach. |
The order of the components does not matter.
2-1. Transform
[Transform]
No | item | value |
---|---|---|
1 | Position | X: 0, Y: 0, Z: 0 |
2 | Rotation | X: 0, Y: 0, Z: 0 |
3 | Scale | X: 1, Y: 1, Z: 1 |
2-2. Vgo Right
[Vgo Right]
No | item | description | remarks |
---|---|---|---|
1 | Title | The name of the work. | Required |
2 | Author | The name of the creator. | Required |
3 | Organization | The organization to which the creator belongs. | |
4 | Created Date | The creation date of the work. | There is no format specification. |
5 | Updated Date | Update date of the work. | There is no format specification. |
6 | Version | Version of the work. | There is no format specification. |
7 | Distribution Url | Distribution URL. | |
8 | License Url | The URL where the license is described. |
2-3. Vgo Generator
[Vgo Generator]
No | item | description | value |
---|---|---|---|
1 | Name | The name of the generation tool. | UniVGO |
2 | Version | Version of the generation tool. | 2.5.0 |
There are no user-configurable items.
If the meta information is old, delete the component once and attach it again.
2-4. Non-common Components
TODO
3. Child Game Object
The root or child game object can be given any component it supports.
3-1. Cloth
Set the Cloth if necessary.
3-2. Spring Bone
Set up SpringBone if necessary.
On the Hierarchy
tab, select any child (other than Root) GameObject.
(Here we name the GameObject SpringBoneManager
.)
Attach a new Vgo Spring Bone Group
component to SpringBoneManager
.
(If you use multiple groups, attach more components.)
[Vgo Spring Bone Group]
No | item | description | required | select value | default value |
---|---|---|---|---|---|
1 | Comment | A name to identify this group as a user. | option | ||
2 | Drag Force | The larger the value, the less likely it is to swing. | required | [0.0 - 1.0] | 0.4 |
3 | Stiffness Force | The higher the value, the easier it is to return to the original state. | required | [0.0 - 4.0] | 1.0 |
4 | Gravity Direction | The direction of gravity. | required | x: 0.0, y: -1.0, z: 0.0 | |
5 | Gravity Power | The magnitude of gravity. | required | [0.0 - 2.0] | 0.2 |
6 | Root Bones | Specify the game object at the base of the bone you want to swing.By specifying multiple root bones, the settings can be grouped together. | required | ||
7 | Hit Radius | The radius of the sphere that determines the collision of each bone. | required | [0.0 - 0.5] | 0.02 |
8 | Collider Groups | This is a group of colliders detected by this spring bone group. | option | ||
9 | Draw Gizmo | The Editor draws the Spring Bone when it draws the Gizmo. | required | true / false | false |
10 | Gizmo Color | The drawing color of Spring Bone. | required | yellow |
If necessary, make additional settings for SpringBoneCollider.
Select the GameObject where you want to place the collider.
(For hair, head, etc.)
Attach a new Vgo Spring Bone Collider Group
component to the GameObject.
[Vgo Spring Bone Collider Group]
No | item | description | required | select value | default value |
---|---|---|---|---|---|
1 | Colliders | Set the spring bone collider. | required | ||
2 | Gizmo Color | The drawing color of the spring bone collider. | required | magenta |
[Vgo Spring Bone Collider]
No | item | description | required | select value | default value |
---|---|---|---|---|---|
1 | Collider Type | The type of collider. | required | Sphere | Sphere |
2 | Offset | Relative to the GameObject. | required | x: 0.0, y: 0.0, z: 0.0 | |
3 | Radius | The radius of the sphere. | required | [0.0 - 1.0] | 0.0 |
3-3. Particle System
Set the Particle System
component if necessary.
You can set it while checking the effect in Scene View
.
Shaders for particles can be used as shaders.
3-4. Vgo Right
Child game objects can also be given Vgo Right
component.