Create VGO (other than humanoid avatar) - izayoijiichan/VGO GitHub Wiki
1. Common Settings
Set up with reference to the common settings.
2. Creating and setting Root
Create a Game Object
for VGO in the scene.
The name is arbitrary, but here it is VGO
.
I will make the settings for VGO
.
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.
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.