Documentation
  • AnyRPG Introduction
  • Getting Started
    • Installing AnyRPG
      • Unity Asset Store Installation
      • Github Installation
      • Unity Package Installation
    • Included sample games
    • Creating your first game
    • Configuring your game
    • Adding Content To Your Game
  • Wizards
    • Wizards Introduction
    • New Game Wizard
    • New Scene Wizard
    • New Equipment Set Wizard
    • Animation Profile Wizard
    • Screenshot Wizard
    • Template Content Wizard
    • New Character Wizard
    • New Weapon Wizard
    • Minimap Wizard
    • Rename Wizard
  • Scriptable Objects
    • Scriptable Objects Introduction
    • Abilities
      • Animated Ability
      • Channeled Ability
      • Craft Ability
      • Direct Ability
      • Gather Ability
    • Ability Effects
      • AOE Effect
      • Attack Effect
      • Capture Pet Effect
      • Channeled Effect
      • Direct Effect
      • Heal Effect
      • Instant Effect
      • Knock Back Effect
      • Mount Effect
      • Pet Control Effect
      • Pet Effect
      • Projectile Effect
      • Rain Effect
      • Remove Effect
      • Resurrect Effect
      • Status Effect
      • Summon Effect
      • Taunt Effect
      • Teleport Effect
    • Achievement
    • Animated Action
    • Animation Profile
    • Armor Class
    • Attachment Profile
    • Audio Profile
    • Behavior Profile
    • Character Class
    • Character Race
    • Character Stat
    • Chat Commands
      • Action Command
      • Composite Command
      • Gain Currency Command
      • Gain Experience Command
      • Gain Item Command
      • Learn Ability Command
      • Load Scene Command
      • Set Level Command
    • Class Specialization
    • Combat Strategy
    • Credits Category
    • Currency
    • Currency Group
    • Cutscene
    • Dialog
    • Environment State Profile
    • Equipment Model Profile
    • Equipment Set
    • Equipment Slot Profile
    • Equipment Slot Type
    • Faction
    • Interactable Option Configurations
      • Bank Config
      • Behavior Config
      • Character Creator Config
      • Class Change Config
      • Crafting Node Config
      • Cutscene Config
      • Dialog Config
      • Faction Change Config
      • Gathering Node Config
      • Item Pickup Config
      • Load Scene Config
      • Lootable Character Config
      • Moveable Prefab Config
      • Music Player Config
      • Name Change Config
      • Patrol Config
      • Quest Giver Config
      • Skill Trainer Config
      • Specialization Change Config
      • Teleport Config
      • Unit Spawn Controller Config
      • Vendor Config
    • Items
      • Action Effect Item
      • Armor
      • Bag
      • Currency Item
      • Equipment
      • Food
      • Power Resource Potion
      • Quest Start Item
      • Recipe Item
      • Weapon
    • Item Quality
    • Loot Table
    • Material Profile
    • Patrol Profile
    • Power Resource
    • Prefab Profile
    • Quest
    • Quest Giver Profile
    • Recipe
    • Resource Description
    • Scene Node
    • Scriptable Content Template
    • Skill
    • Status Effect Group
    • Status Effect Type
    • Swappable Mesh Model Profile
    • UMA Model Profile
    • Unit Prefab Profile
    • Unit Profile
    • Unit Toughness
    • Unit Type
    • Vendor Collection
    • Voice Profile
    • Weather Profile
    • Weapon Skill
  • MONOBEHAVIOURS
    • Monobehaviours Introduction
    • Scene Config
    • Channeled Object Script
    • Channeled Cylinder Script
    • Edible Object
    • Projectile Script
    • Cutscene Camera Controller
    • Playable Director Controller
    • Spawnable
    • Interactable
    • Interactable Options
      • Animated Object
      • Bank
      • Behavior Interactable
      • Character Creator Interactable
      • Class Change Interactable
      • Click Switch
      • Crafting Node
      • Cut Scene Interactable
      • Dialog Interactable
      • Faction Change Interactable
      • Gathering Node
      • Item Pickup
      • Load Scene Interactable
      • Lootable Character
      • Moveable Object
      • Moveable Prefab
      • Music Player
      • Name Change Interactable
      • Pressure Switch
      • Quest Giver
      • Skill Trainer
      • Specialization Change Interactable
      • Teleport Interactable
      • Unit Spawn Controller Interactable
      • Vendor
    • Environmental Effect Area
    • Movement Sound Area
    • Persistent Object
    • Respawn Area
    • Unit Spawn Node
    • Water Body
  • Architecture
    • Ability System
      • Abilities
      • Ability Effects
    • Project Settings
      • Layers
      • Tags
      • Physics Settings
  • Shared Properties
    • Capabilities
    • Environment Preview
    • Prerequisite Conditions
    • Stat Scaling Nodes
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On this page
  • Accessing the Wizard
  • Settings
  • Running the Wizard
  • Adjusting Weapon Attachments
  • Spawning NPC Characters In Game
  • Player Characters
  1. Wizards

New Character Wizard

The new character wizard helps you import character models and set them up as NPC or player characters.

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Last updated 3 years ago

Accessing the Wizard

The new character wizard requires that one of your game scenes with either a GameManager or SceneConfig object is open in the editor so that it can determine which game to install the content into.

The Template Content Wizard can be opened by clicking Tools in the menu bar, and selecting AnyRPG > Wizard > New Character Wizard.

Settings

Name
Description

Game Name

The name of the game in your Unity project to install the template content in. This will be automatically filled in if you have any scene with the GameManager or SceneConfig prefabs open.

Create Unit Spawn Node

If true, a prefab that can spawn this character will be created. This is useful if the character will be used as an enemy or NPC.

Set As Default Player Character

If true, the GameManager will be updated to use this character as the default player character.

Character Model

Drag an FBX or prefab into this slot, and that model will be used as the character model.

Head Bone

The bone that the camera will look at when taking a picture for the unit frame. This should be automatically filled in when the character model field is filled if it has a common name, but you can enter the bone name manually if has an unusual name.

Attachment Profile

An attachment profile contains a mapping of English names such as "Left Hand" to actual bones for attaching weapons. If the character is an UMA model, choose UMA, otherwise choose Humanoid.

Add Weapon Attachments

If true, several prefabs that contain attachment points for all common weapon types will be added to the model. This is not necessary for UMA characters.

Left Hand Bone

The name of the bone to attach the left hand attachment prefab to.

Right Hand Bone

The name of the bone to attach the right hand attachment Prefab to.

Left Arm Bone

The name of the bone to attach the shield attachment to.

Hip Bone

The name of the bone to attach the hip attachment prefab to.

Spine Bone

The name of the bone to attach the spine attachment prefab to. This will also be used as the floating point in the Unit Profile; meaning when a character is floating in the water, everything below this bone will be submerged.

Character Name

For NPCs, the name that will show above the characters head. For players, the name that will show in the character model selection screen when starting a new game.

Portrait Image

For players, the image that will show beside the character name in the character selection screen.

Animations

If this character has custom animations, enter them in this list to override the default character animations used by the system.

Running the Wizard

Once you have filled in all the settings, click Create.

Adjusting Weapon Attachments

Every character model is different and will have different dimensions and bone orientations. You will need to adjust the weapon attachment to ensure they have the correct orientation so that weapons properly line up with the hip, spine, hands etc when sheathed or held.

Open the character prefab that can be found in the GameName/Prefab/Character folder.

Find the attachments that have been added to the model.

For each attachment, find the preview models included, and enable them so they are visible in the scene view.

Rotate and move the attachments directly (not the preview models) until everything looks aligned properly on the character.

In the case of the spine and hip attachments, you can move/rotate the attachments directly, or the pivots, whichever you prefer.

Once everything looks properly aligned, you can disable the weapon previews and save your changes. When the character equips weapons in-game they should now have the correct positioning and alignment.

Spawning NPC Characters In Game

If the character is an NPC, find the Unit Spawn Node under the GameName/Prefab/UnitSpawnNode/Character folder in your project and drag it into the location in the scene you want to spawn in. When you start playing your game, the character will appear at that location.

Player Characters

If the character is a player character and you selected the set as default player character option, it will be set in the Game Manager.

If you forgot to set that option, you can add the unit profile name to the Default Player Unit Profile Name field in the Game Manager. If you want to have multiple choices of player models, you can add them to the Character Creator Profile Names list.