Create VGO (other than humanoid avatar) - izayoijiichan/VGO GitHub Wiki

1. Common Settings

Set up with reference to the common settings.

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2. Creating and setting Root

Create a Game Object for VGO in the scene.
The name is arbitrary, but here it is VGO.

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I will make the settings for VGO.

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3. Creation and setting of Child

Place Game Object as a child of VGO.
You can place them freely.

3-5. Animation

You can set animations for GameObjects.
Animation clip must be created with legacy animation. After setting, check that the animation works in Scene View or Game View.

3-6. Light

Only Realtime settings work, not Baked.
Also, if you want to include Directional Light in VGO, delete or deactivate Directional Light which is initially placed in the scene.

3-7. Skybox

Only one can be placed in a scene.
Set Skybox material.
The script needs to be processed in order to reflect the setting value in the scene.
Cubemap is not supported.

4. Any other components

Components other than those listed above.
A child game object are divided into A, B, or C depending on their type.

A) Stationary object

An object that does not move when touched, such as a floor or a building.
Basically, this is set.

[Game Object]

No component description
1 (Name) et any name.
2 Transform Set it freely.
3 Collider Box / Capsule / Sphere

[Collider]

No item description
1 Is Trigger ☐ Check off.

The following is an example of setting the floor.

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The size of the floor is free, but it is better to adjust the thickness of the collider to be 0.3m or more.
If the object is not thick, it may penetrate the floor when the object falls at high speed.

B) Things that can move in a collision

An object that moves when an avatar or other object collides.
Keep the number of objects to be set within the required range.

[Game Object]

No component description
1 (Name) You should avoid duplication.
2 Transform Set it freely.
3 Collider Box / Capsule / Sphere
4 Rigidbody Must be attached.

[Rigidbody]

No item description
1 Mass Suitable weight.
2 Use Gravity ☑ (Check off is possible depending on the characteristics)
3 Is Kinematic ☐ Check off.
4 Constraints Set it freely.

[Collider]

No item description
1 Is Trigger ☐ Check off.

C) Objects that do not require collision judgment

[Game Object]

No component description
1 (Name) Set any name.
2 Transform Set it freely.

Neither the Collider nor the Rigidbody component is assigned to objects that do not require collision detection.

This pattern is also used when the collider assigned to the parent object covers the judgment range.