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kremnev8 edited this page Aug 6, 2021
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- Extract or create needed assets(Models, animations, prefabs, etc)
- Fix extracted prefab so that there is no missing scripts and all meshes and materials are there
- If you intent to use prefab ingame you also need to properly setup all needed description scripts(Like BuildConditionConfig, SlotConfig, etc). Game uses these scripts to figure out what is what and where. If you are unsure how to set them up, try using RuntimeUnityEditor and LDBTool's utility to explore Proto definitions.
- Make sure that animation clip works, by dragging fixed prefab into preview window(It should animate it)
- Open baker (Window->DSP Tools->Verta Animation Baker) and select prefabs root, enter name and hit bake. You will get MeshDataAsset and .verta file. Both are needed to make this work
- Make sure you correctly define names and references to two created files in LODModelDesc script
- Create new Aseet Bundle and add all needed assets to it(You cannot add .verta file, becuse it won't let you). Then build Asset Bundle (Window->DSP Tools->Build AssetBundle)
- If you need to reference your code in unity and not using ThunderKit to compile plugin DLL, you can import your compiled DLL as you did with Assembly-CSharp.
- Write code and import everything in. You can see examples of how to do that in this repo
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