RPG Character Creator & Modular Armor Tutorial

lol I just found out what went wrong when I repeated the process… apparently I had the wrong model chosen as the input. Sure, it solved the mount issue, but that one has no chills when it comes to the colors (or at least that’s what I think…)

WAIT… Where do we place this shader?

The material has a shader assigned to it.

OK umm… do we place that material on the ‘ModularCharacters’ prefab itself, or on a child of it, or…?
(I’m new to shaders, so pardon me please with this one)

Each SkinnedMeshRenderer (there are hundreds of them on the Modular Fantasy Hero) has a Material on it. Each one’s material needs to be the FantasyHero Material. The Material itself should have the POLYGON_CustomCharacters shader unless it’s URP in which case it should have the POLYGON_CustomCharacters_URP shader.

lol each one comes with a ‘Lambert2’ material, and a standard shader… :sweat_smile: - we change these all to the new material right?

I highly doubt this will solve the problem though, but OK I guess

THE COLOR CHANGE ONLY WORKS ON THE POLYGON_CUSTOMCHARACTERS SHADER! So yes, it’s likely to solve the problem.

OK OK I’ll give it a go

Before I start though, because this is probably going to take hours to fix, any chance this can actually be changed through code instead?

I’m not sure how they’re set to “Lambert” in the first place… No, these have to be changed manually…
You can go to each section and select all of the body parts in that section, then go to the mesh Renderer and expand the Material and replace it with the FantasyHero Material.

This material, right? because there’s a bunch of them… (and the expansion is correct, right?)

OK I genuinely am confused on how in the world do I even change that material… and the link above didn’t help much :confused: - I tried deleting it, or even adding a new material, but to no avail

messy_hero

remember when you asked me why I deleted and replaced my character out? After realizing I used an entirely different model (I literally just noticed that like, right now…), apparently this is why (his forearms are invisible, and they go and come throughout gameplay, at specific angles)

and so is the hair

At first I thought this issue was fixed, then I realized it wasn’t (but this is the copy of the character with the correct material)

like I said, a scaling issue

OK now it sounds much easier :sweat_smile:

Just hope I don’t forget to turn that into a prefab instead of accidentally messing it all up :slight_smile: - thank you again Brian (Edit: NOPE, Can’t do that so easily… I will have to manually do that process every time I include a portal into my game)

I’ll update this comment when I’m done

On an extremely serious note, I might mess around with these materials, now that I know they exist, to create tiers of armor for the players to pursue down the line

Edit: it worked, but stupidly enough, I made the grave mistake of editing it on the hierarchy instead of in the prefab itself… time to go fix my mistake (apparently exiting the scene without saving doubled the trouble…)

Edit 2: if I EVER decide to get into a portal in my game, I better remember to change the materials to match, otherwise this will be a development nightmare…

I’ve been solving some re-importing issues of the Modular Fantasy Hero as of recently, but there is one I don’t think I’ve seen like it before

If, for instance, you don’t customize your character and just hit confirm, you’ll get an entirely different character than what you saw. My guess is, that’s because the first time you see the character, the colors are misleading for some reason… as if I assigned them to one thing in the character generator as a starting point, and the starting point (assuming you don’t change anything) of the main game is something entirely different

I haven’t touched the code, so what else can be the cause of this? (P.S: If you change any sort of color or anything equivalent, it’ll act normal again, FOR THAT BODY PART ONLY)

Basically, the colors on the player when he first gets into the character generator are deceiving for some reason… (and nope, not a material problem so to speak, and Malbers has nothing to do with this :sweat_smile:)

The same case goes for if you access the main level of the game straight up without accessing the character generator first. You have to quit the scene and return to actually see the right color

and that’s the case for everytime you try re-importing the modular fantasy hero character

Apologies for the headache tonight… (lol I keep telling myself this topic is over, and then something happens…!)

I would start by checking the default settings in the CharacterGenerator inspector within the Character Creation scene and the Player in your game scenes…

Bear in mind, there are three different places the player could be serialized, in the Player prefab (which is where you ***should *** be making any edits to the player), in the Core prefab (any overrides in the Core prefab will mask the changes to the Player Prefab), and in the scene itself (any overrides in the scene mask changes to the Core or Player).

Sorry for the delay, I was trying to install water in my scene :stuck_out_tongue:

I checked the Player Prefab (none of the character generator stuff goes to the Core Prefab, so as not to baffle the enemies), and everything is properly setup there

But my main problem is, the first time you open a scene the colors on the player character are completely false (don’t get me wrong, you do get colors, but they are the wrong ones underneath the system). The second time otherwise, everything works well. This is not an issue with the saving system, but it’s acting like the difference between Awake() and Start(), or someone who wakes up angry and then gets calm by the afternoon… idk how else to explain the problem :sweat_smile:

So that first time is incredibly deceiving, and there are no errors. How do I fix that?

Edit: LOL I had an incredibly good Pickup animation from somewhere… restarting Unity deleted that somehow and I’m lowkey sad lel

last night my project broke, and the next few hours was all about retrieving new functionalities and features. I’d rather never deal with that again anytime soon… :sweat_smile: (and now I have a post-processing function hiding somewhere that makes my game look over-saturated… had to rollback the project to a few days back to fix this :stuck_out_tongue:)

Anyway, any more updates about this one?

Awesome tutorial, got it working without too much effort. Thanks a bunch.

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