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Deviants059 Adding Rigged Mixamo character to character switcher

Warrior Dooehn

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Deviants059 Adding Rigged Mixamo character to character switcher

22 просмотра · 2 недели назад
Warrior Dooehn
63 подписчика
22 просмотра · 2 недели назад
Adding a New Playable Character — Quick Summary Video forget to show that we add the event redirector to the prefab! *1. Create the character folders* Keep the Meshy source, Mixamo rig, Unity textures, materials, and prefab organised separately. *2. Import the Mixamo-rigged FBX* Use the rigged version of the character as the playable model. *3. Set the Rig to Humanoid* Select the FBX. Go to **Inspector → Rig**. Set **Animation Type = Humanoid**. Set **Avatar Definition = Create From This Model**. Click **Apply**. *4. Configure the idle animation* Rename the clip clearly. Enable **Loop Time**. Use *Bake Into Pose* for the root transforms where appropriate. *5. Create the Unity material* Create an *HDRP/Lit* material. Add the Base Color texture. Add the Normal Map if it looks correct. *6. Create the visual character prefab* Drag the rigged model into the scene. Give it the correct material. Check its scale and orientation. *7. Check the Animator* Make sure it uses the character's **own Humanoid Avatar**. Leave the Animator Controller empty if the shared system assigns it. Turn **Apply Root Motion OFF**. *8. Add `AnimationEventRedirector`* Add it to the **same GameObject as the Animator**. This allows shared animation events such as footsteps to work. *9. Keep the prefab visual-only* Do *not* add movement, input, combat, camera, or CharacterController components. Those already exist on `PF_PlayerRoot`. *10. Save the character as a prefab* Save it as something like: `PF_Character_CharacterName` *11. Add it to the Character Switcher* Select `PF_PlayerRoot`. Find **CharacterSwitcher → Character Prefabs**. Add the new prefab to the list. *12. Test it* Enter Play Mode. Press *C* to switch characters. Test: Walking Running Jumping Falling Kicks Footsteps Camera Character scale and ground position The main rule *The character prefab is only the visual character.* `PF_PlayerRoot` continues to handle: Movement Input Camera Attacks Health Animation logic Character switching That means adding future characters should mostly be **import → configure → prefab → add to CharacterSwitcher → test**, rather than rebuilding the player controller each time.