We don’t cover this in the course, as there are several different (virtually all paid) model systems with which to work with, two of the most common being the Synty Modular Fantasy Hero, and InfinityPBR’s Humans, Elves, and Orcs series. Each of these systems costs a bit, and take different approaches to accomplish the same task.
An overview of what needs to be done, implementation neutral:
- The character is usually a collection of body parts rigged as models to the same skeleton. Changing individual body parts is a matter of turning gameobjects on and off in the character’s model heirarchy.
- In general, you’ll want to create a special EquipableItem subclass, and in that SO, you’ll need to know
- The gameobjects that need to be enabled
- The gameobjects that need to be disabled
- Any special color changes required for the object (so you can re-use an item to represent different itms just with different colors).
- When Equipment is changed, the most sensible course of action is to set the character to the “default” state, and then foreach through each item in the inventory and enable/disable objects according to the information within the EquipableItem.