Creating avatars
Notice: This guide assumes that you've read at least Getting Started, ideally the prop creation guide, and have an understanding on the basics of the Unity engine and the SDK.
Setting up the rig
- Drag your rigged model into the project and set up its materials
- Click on your model and head over to the "Rig" tab in the inspector.
- Set "Animation type" to "Humanoid" and Avatar Definition to "Create From This Model"
- Hit "Apply" and then "Configure"
- From here, make sure that all of the required bone slots (The ones which are solid green) are set to the right bones, otherwise, set them up manually. Then click "Done"
Configuring your avatar
- Drag your model into the scene. I recommend also dragging in Dell, which you can find under the "Samples" folder, to make sure that your avatar is scaled properly.
Make sure to NOT change the avatar's scale from within the scene. If needed, change the scale factor from the "Model" tab.
It is also important to note that whatever name your avatar has inside the scene will also be its name in-game. - Right click on your avatar from within the Scene Hierarchy, and select "Character Wizard" under the "Semicolon Island category.
- From here, make sure all of the body parts are assigned to their correct bones on your rig, and that the mass is between 50 and 300. Once everything is set up as you wish, press "Create"
- Once your avatar has generated, there is a good chance that the generated hitboxes will not be scale properly. If that is the case, navigate through the rig's armature, until you find the improper hitbox, click the "Edit Collider" button on its collider, and adjust its bounds until it fits nicely around its matching body part.
Bear in mind that the capsule collider at the base of your avatar in specific is its actual in-game hitbox. - Locate the "1stPersonFocus" and "3rdPersonFocus" objects.
- Position "1stPersonFocus" to be in the middle of the character's eyes, and "3rdPersonFocus" to be where their head meets their neck. MAKE SURE TO ONLY MOVE THE OBJECTS ON THE Y (GREEN) AXIS!
- Locate the Cosmetics attach points in the head bone.
- Parent the provided props under the "TestAttachments" folder to them Bag or Boxboy to head, Traffic cone to hat and its' tilted left and right variants, Skull mask to face and MLG sunglasses to eyes, and position, scale and rotate the attachment points until they look right. Make sure to adjust the attach point, and not the props themselves!
- Locate the "HandGrip" on the right hand, attach the blaster, under the same folder and the other props, to it, and scale it to the character's hands.
Exporting your mod
- Create a new folder. This folder will act as your mod's file structure. Within said folder create a "Character" subfolder, and within that, create a "Bodies" subfolder. (Names are case sensitive.)
- Drag your avatar from the scene hierarchy into the "Bodies" folder.
- Select the "Character" folder and tick the "Addressable" check box on the inspector.
- Change the "Addressable" text box to say "Character/SemicolonIsland"
- Click "Select" next to said text box, and inside the addressable menu select "New > Packed Assets"
- Rename the new asset to match your mod's name TROUGH THE ADDRESSABLE MENU, and move the addressable group to your mod's folder, next to the "Character" folder
- Change your "Character" folder's group to your newly created asset.
- In the Addressable menu, expand your mod's group and change the "Character" folder's label to "Body"
- Finally, right click you addressable group in the explorer and select "Build Map," making sure to export it for both Windows and Linux
And that's it! Congratulations! Your avatar is now ready for testing and publishing!