You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: README.md
+5-5Lines changed: 5 additions & 5 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -10,11 +10,11 @@ Pull down the branch, and copy into an existing Unity project, or download the p
10
10
11
11
What this template provides:
12
12
* A character controller set up for two animations: An Idle animation and a Walk animation. One source of animations is to use Mixamo. To see how to use Mixamo for Unity, watch this video: https://youtu.be/-FhvQDqmgmU. Once you have selected an Idle and Walk animation, attach their Animation Clips to the CharacterController provided in this package, in the Movement state blend tree.
13
-
*Two prefabs, which use a Cinemachine 3rd person camera to have a nice camera to start with.
14
-
* The First prefab is NFPMainCamera, which can be dragged into the scene to act as the Main Camera. You should make sure you don't have any other camera in the scene to start with.
15
-
* The Second prefab is NFPCharacter, which is designed to be the root game object for your NFP. It has a script attached to it that handles standard 3rd person movement (Mouse and WASD plus space to jump). It also allows for you to right click to rotate around your character to better view it in the scene. This prefab should be placed where you want your character to start in the scene.
16
-
* Once these two prefabs are in the scene, you'll need to hook up a couple script values:
13
+
*A few prefabs, which use a Cinemachine 3rd person camera to have a nice camera to start with and a character prefab to point at.
14
+
*There are two Camera prefabs, one called HD-NFPMainCamera, and another called Standard-NFPMainCamera. The HD one is for if you are using Unity's HDRP rendering pipeline, which is generally recommended for NFPs. If you wish to target mobile or lower end devices, you may want to use the other camera, which is ready for Unity's built in rendering pipeline (the default one). Drag one of these two into the scene to act as the Main Camera. You should make sure you don't have any other camera in the scene to start with.
15
+
* The other prefab is NFPCharacter, which is designed to be the root game object for your NFP. It has a script attached to it that handles standard 3rd person movement (Mouse and WASD plus space to jump). It also allows for you to right click to rotate around your character to better view it in the scene. This prefab should be placed where you want your character to start in the scene.
16
+
* Once these two prefabs are in the scene, you can optionally hook up a couple script values - this is not required though, as the NFPLookWithMouse will automatically find the player script by default. If you wish to hook them up anyway:
17
17
* On the NFPMainCamera game object, scroll to the "Look With Mouse" script, and connect the Player Body property to your NFPCharacter game object instance.
18
18
* On the NFPMainCamera->FollowCamera game object, hook the CinemachineVirtualCamera Follow property to your NFPCharacter->FollowTarget game object.
19
-
* Finally, in the Scripts folder is the NFPPlayerMovement script. It will keep the Character Controller Speed parameter updated so that the proper animation is played, and controls the 3rd person camera rotation when you hold the right mouse button, as well as handling the player movement.
19
+
* Finally, in the Scripts folder is the NFPPlayerMovement and the NFPLookWithMouse script. The NFPPlayerMovement will keep the Character Controller Speed parameter updated so that the proper animation is played, and controls the 3rd person camera rotation when you hold the right mouse button, as well as handling the player movement. NFPLookWithMouse is to deal with the mouse, and also hooks up a couple properties to the player object by default.
20
20
* Once this is all set up, you will want a NFP to use. The best means right now is to install the NFP into Daz Studio as described in the NFP discord. Then you can use the Daz->Unity bridge to add the NFP to your Unity Project, and finally connect the prefab as a child of your NFPCharacter instance in the scene. Make sure to connect the character's Animator to the CharacterController and set "Apply Root Motion" to unchecked
0 commit comments