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Question by xton · Mar 30, 2015 at 09:19 AM · gameobjectmultiple

Creating a character from multiple objects

So I'm new to unity and I plan to create a space game. Before I really start to get in depth into it's creation I want to know about how to go about certain things. What I need to know is what is the best approach to having a character that can change. Lets say I have a ship but I want the player to be able to add extra things to it, like thrusters, or guns etc. but all these parts still need to function as 1 object unless I need to move them individually and I don't think that is a good approach. So how do I go about creating a character from multiple objects and still have it function as 1, I also need the objects to be added in the game because they will be able to make up to 100's of combinations.

Thanks in advance

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avatar image DoTA_KAMIKADzE · Apr 01, 2015 at 06:32 PM 0
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Add your additional objects as a child of your body and then you can position and do whatever else respectively to the parent, it is a very broad subject so I advise you to read about Unity's parenting system and how it actually influence on both objects.

P.S. In this way you can make a large and complex tree-like subordination (e.g. Add part to body, then add cosmetics to the parts and so on).

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Answer by Ericool · Apr 01, 2015 at 09:34 PM

You can use polymorphism and encapsulation like so :

 public class PieceOfShip : MonoBehaviour
 { 
    virtual void update(){return;}
    virtual void render(){return;}
 }
 public class Gun : PieceOfShip
 {
    override void update()
   {
    /*your stuff*/
   }
    override void render()
   {
    /*your stuff*/
   }
 };
 public class Cockpit : PieceOfShip
 {
    override void update()
   {
    /*your stuff*/
   }
    override void render()
   {
    /*your stuff*/
   }
 };
 
 public class SpaceShip : MonoBehaviour
 {
   public Pieces[] pieces;
    void Start()
    {
  
    }
 
    void Update()
    {
    for(int i=0;i < pieces.Length;++i)
         pieces[i].update();
    }
 
    void OnGUI()
    {
    for(int i=0;i < pieces.Length;++i)
         pieces[i].render();
    }
 };

So actually depending on what you want to do , you will have to be specific and draw something with cubes and arrows just to see what is your analysis .

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avatar image xton · Apr 12, 2015 at 03:04 PM 0
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How would this work with physics in Unity? I want to be able to apply force to my ships.

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