read mepdf v3_0_02setupunit

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UnitSetupEditor1 UnitSetupEditor is located in the Section Above **Jiggle Editors has been removed due to problem when upgrading to Unity 5.x** Last Updated in 3.0

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Page 1: Read mepdf v3_0_02setupunit

UnitSetupEditor1

UnitSetupEditor is located in the Section Above

**Jiggle Editors has been removed due to problem when upgrading to Unity 5.x**

Last Updated in 3.0

Page 2: Read mepdf v3_0_02setupunit

UnitSetupEditor2

Add GameObject Character here The Editor will not do anything unless the GameObject has Animator Component

Last Updated in 2.0

----------------------------------------------------------------- This button will add necessary Base Component to the Unit, but they will have to be adjust manually on the Inspector

----------------------------------------------------------------- Choose Appropriate choices that you want the Unit to be capable of doing. If the require components do not exist, they will be added accordingly ** If you check off the choice, the Component will not be included, and existing related component will be deleted **

----------------------------------------------------------------- If the Camera in not inserted, the Main Camera will be automatically selected

Page 3: Read mepdf v3_0_02setupunit

UnitSetupEditor3

Creating Weapons ScriptableAssets are now part of Unit Setup Editor More Details on Weapon Related Document

Last Updated in 3.0

Page 4: Read mepdf v3_0_02setupunit

Unit Control Components

Last Updated in 2.0

If all of the choices were selected, these will be added to the Unit If you wish to do Manual Setup, you could add them individually How each component works will be explain in their respective ReadmePDF Document **KNOWN ISSUE Confirmed in Unity4.3.1f1 ** If the Unit is also a Prefab, you need to hit Apply, Otherwise some error will occur when the Game Start.

Common Components

Locomotion Components

Platforming Action Components

Weapon Control Components

Page 5: Read mepdf v3_0_02setupunit

Camera Control Components

Last Updated in 2.3

These GameObjects and Components will be included when Setup Camera was Clicked. Details will be explained in ReadMePDF_V3_0_04CameraControl

Page 6: Read mepdf v3_0_02setupunit

Animator

1. ZADE_UnitController should be automatically added if you use SetupEditor 2. Update Mode should be Animate Physics. Automatically set by SetupEditor 3. CapsuleCollider and RigidBody will get automatically set by SetupEditor, but should be set

accordingly to your Character and GamePlay

Last Updated in 2.5

Page 7: Read mepdf v3_0_02setupunit

BiPolar movement

We use the term BiPolar to describe movement where the Unit will always face away and walk perpendicular from the Camera

Details in ReadMePDF_V3_0_05Locomotion If you want a Game that only make this kind of Control, use these Settings

Last Updated in 2.0

Page 8: Read mepdf v3_0_02setupunit

Unit Collider Editor

Unit Collider Editor can be use to setup Full-Body Colliders It only works if the Character Model is Humanoid Add the Character to UnitGameObject, the Editor will automatically read any existing Collider,

then you can update them on the fly.

Last Updated in 2.0

Page 9: Read mepdf v3_0_02setupunit

Full Body Collider and CharacterController Issue

If you decided to use FullBody Colldier, Since our Scripts use CharacterController as our Standard, they could internally crash with

each others. To Prevent this, add CharacterControllerIgnoreSelfColliderManager to the Unit. This will Setup IgnoreCollision in the internal Colliders during Initialization, then destroy itself

when finished. This became obsolete since Character Controller got replaced with Capsule Collider.

However, it will help skip unneeded Physics Calculation.

Last Updated in 2.5

Page 10: Read mepdf v3_0_02setupunit

Layer Setup

If your Character Unit Contain any Collider that you don’t want to hit Level’s Platforming Object Do the Following, Inside Layer Editor, add These Layers accordingly, GameObjects in our scene are set accordingly to these Layers

Last Updated in 2.0

Add GameObjects you don’t want to collide with Platforms to IgnorePlatform Layer. Add all Level Platforms to Platform Layer. Inside UnitControl_Base, Line6, change these Enums accordingly public enum LAYERENUM{ PLAYER = 10, PLATFORM = 11, IGNOREPLATFORM = 12, UNIT = 13 }; CharacterControllerIgnoreSelfColliderManager Line28, will set the Ignore Platform for you.