Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by KuPAfoo · Nov 11, 2013 at 01:04 AM · photonmodelprefabsweapons

Equipping weapons to photon prefabs

I've been playing around with photon unity networking, and i'm nowhere near the point this question revolves around yet but i want to get a better understanding of how this would work.

I've noticed multiple instances where the person designing the game would create a weapon that is actually a part of the player model, as a seperate object. You can turn the object on and off but i'm curious if you can assign a generic attack animation to the player without a weapon.

The main concern is that if i do get a live game up and running in the near future (being the only developer and artist on my solo team) if i could simply create a new weapon model and just add the new weapon to a list of the previous weapons.

Please review comment below

or... will i need to re-edit and animate each character model to include a new model with animation for each gear-related update?

edit: replacing the prefab's model is quite tedious to do EVERY update. is this the only way?

i'm thinking [female/male] would have different weapon renders for the same weapon, different animations for each weapon etc... if i have 3 classes and 2 genders thats 6 models and animations (minimum) to add 1 new weapon

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image KuPAfoo · Nov 27, 2013 at 05:12 AM 0
Share

I'm thinking I should create a bone to animate with the character in blender, and attach a unity prefab to the weapon bone for animation following?

then I can swap weapon models in and out through the prefabs?

is this right? anyone have documentation for this thought process?

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Dracorat · Nov 12, 2013 at 10:57 PM

Most games enforce rules on the creation of things like weapons.

Rules like:

Trigger's must always have a distance of X and the depression of a trigger must move exactly Y distance in Z time.

If there's a difference between the animation scale of one model to another, usually the item model is simply scaled to accomodate.

In this way, you retain some level of sanity with regards to adding new stuff. If they follow the rules, it works with existing animations.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image KuPAfoo · Nov 27, 2013 at 01:48 AM 0
Share

Sorry I'm a bit slow at responding... I understand these rules, and the result is that animations must be the same, and the weapon objects should retain the same respect.

What I'm unsure of is if this task would be more simple to create the items individually... I'm really unsure if my armature needs a bone for the weapon, can I replace the model attatched to the weapon... etc?

I understand the logistics of animation, its more the logistics of components such as multiple weapon models, multiple clothes models, bones involved, etc.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

18 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How to instantiate prefabs list in turn photon 1 Answer

New prefab system problem 1 Answer

Create prefab from gameobjects at runtime 2 Answers

Ped models do not want to play one animation at the same time 1 Answer

How to go about mounting weapons on spaceships and storing these. 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges