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Question by ghost012 · Jul 12, 2014 at 03:09 PM · multiplayercharactercustomfreecustomization

Best practice for character customization(unity3d free)?

So i'm at that point in development that i cant continue unless i have this figured out.

For my game,i want the player to chose between characters and chose what weapon/ equipment and maybe even skin to use. The customization needs to work for online play and offline. For the multiplayer part of the game, i use BOLT.

So whats the best way to do this? i dont have pro so the bundle stuff isnt an option.

I have a couple of tools at my disposal but i'm not scared of scripting(but also not a pro at it). Tools/unity assets: Playmaker. Core game kit+ pooling. GoogleFu. Save Game-JSON+Binary.

Your advice will be much appreciated.

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Answer by Owen-Reynolds · Jul 12, 2014 at 04:39 PM

How much of that do you currently have in single-player? The GUIs will clearly be identical in single/multi, so you can write them now.

Otherwise, I think multi-player solutions are just single-player + networking. Think you can safely make any single-player gun swapper, and then figure out how to network it.

Are you asking about how to stream new assets? Like Kayla picks the custom pirate skin, which Kyle needs to download? Or does everyone just load all assets with every patch.

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avatar image ghost012 · Jul 12, 2014 at 08:07 PM 0
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As for the menus, thats all fine because i will have a character menu in the main menu that works for both SP and $$anonymous$$P.

Asset strea$$anonymous$$g is not really a good option because the skins/characters/weapons ect (even if they need to be unlocked)should always be available because even if the user does not have the skin or w/e the other player might have it.this would increase loading times because there are allot of combinations possible.. and nobody likes loading times.

The only thing i can think off so far is making a prefab with every thing in it and only have the used stuff active and the rest deactivated.

But that just sound like a waste of memory. Plus i some how need to know over the network and local what objects are activated and what are not.

Probably the best way to do it would be to let the player save the weapons,equipment,skins ect he chosen and build a prefab(sort of) from out of that file and sync that file so each client can build the prefab for each player who is connected.

but i totally have no clue on how you would do such thing, im willing o learn though.

Edit: We cant really build prefabs at runtime. But what i meant with it was something that would resemble it. Letting the game know what parts to put together and saving it in a gameobject[mster object/player]

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