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119 lines
5.4 KiB
Markdown
119 lines
5.4 KiB
Markdown
---
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sidebar_position: 2
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sidebar_label: Toggle an object
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---
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# Toggle an object
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In this tutorial, we'll create a simple prefab that makes a cube appear and disappear. We'll also
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attach it to the avatar's hand, so it's easy to see.
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## Step 1: Creating our objects
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We'll start by creating the GameObjects we'll be showing. Start by dropping a test avatar in the scene,
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and adding an empty GameObject to be the base of your prefab (we'll call this `ToggleDemo`). Inside this GameObject, create a `HandRef` object
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which we'll use to track the hand, and put the cube we want to display inside of that object.
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![Initial object setup](setup1.png)
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### Attach the cube to your hand
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Next, let's have the HandRef track the avatar's right hand. Select the `HandRef` object, and click `Add Component` in the inspector.
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Add a `MA Bone Proxy`.
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![Adding a bone proxy](setup2.png)
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Drag-and-drop the avatar's right hand bone into the "Target" field. Set "Attachment Mode" to "As child; at root".
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The cube will immediately snap to the avatar's hand. Adjust its scale and position until it's not quite so in the way.
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Don't forget to remove the Box Collider from the Cube as well!
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![Configuring a bone proxy](setup3_en.png)
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## Step 2: Creating our animator controller
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Next, we'll create an animator controller that will control the cube's visibility.
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Create a new Animator Controller, and two animation clips (we'll call them `CubeOff` and `CubeOn`). Open the Animator Controller, and drag the two clips in.
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Then right click `Any State` and choose add transition to connect it to `CubeOff`. Do the same for `CubeOn`.
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![Initial animator setup](controller1.png)
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### Setting up transitions
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Create a new bool parameter called `Cube`. Then, for each of your transitions, set Transition Duration to be 0, and Can Transition to Self off.
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Add our Cube parameter to the conditions, and for the CubeOff transition set it to false.
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![Transition setup](controller2.png)
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## Step 3: Merge Animator, and recording our animations
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Go back to your top-level GameObject, and add a `MA Merge Animator` component.
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Set the `Animator to merge` to your new animator controller. Check the `delete attached animator` and `match avatar write defaults` boxes.
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Then, _also_ add an Animator component, and point it to your new animator controller as well.
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![Adding merge animator](merge-animator-en.png)
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:::tip
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Merge Animator doesn't need to be at the top level GameObject. Feel free to put it further
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down the hierarchy if you prefer. Just make sure that `MA Parameters` (which we'll discuss further down)
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is on either the same object, or a parent of all your `Merge Animator`s and `Menu Installers`!
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Adding an Animator here is also optional; we're just using it so that Unity allows us to
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record animations. By checking the `delete attached animator` box, Modular Avatar will delete the
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`Animator` component at build time.
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:::
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## Step 4: Recording our animations
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Go to the unity "Animation" tab. If you don't have it, press Ctrl-6 to open it.
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You should see `CubeOff` and `CubeOn` (only) in the list of animations; if not, make sure that your `ToggleDemo` object is selected.
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With `CubeOff` selected, click the red record button, then turn the `Cube` GameObject off.
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![Recording CubeOff](rec1.png)
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Then, with `CubeOn` selected, click the red record button, and turn the `Cube` GameObject off, then on again.
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![Recording CubeOn](rec2.png)
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## Step 5: Setting up synced parameters
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Almost there! Next, we'll set up our synced parameters, so they are automatically added.
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Head back to our `ToggleDemo` object, and add a `MA Parameters` component. Click the `Show Prefab Developer Options` checkbox.
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You'll see that our `Cube` parameter is automatically added. Set Sync Mode to `Bool` and check the `Internal` box.
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![MA Parameters configuration](params-en.png)
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:::tip
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If you set the internal checkbox, modular avatar will ensure that your `Cube` parameter doesn't interfere with anything else on the avatar using the same parameter name.
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If you leave it unchecked, the end-user will be able to rename the parameter if they want, but can also choose to have multiple prefabs use the same parameter.
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:::
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## Setup 6: Setting up the menu
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Finally, we'll set up the Av3 menu entry. Create an Expressions Menu asset:
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![Creating an expressions menu asset](exp-menu-create.png)
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Add one control to it; set the name to Cube, type to Toggle, and for the parameter field, enter `Cube` in the text box. Note that because we haven't actually built the avatar yet, the parameter isn't in the dropdown yet. That's okay!
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![Expressions menu setup](exp-menu-setup.png)
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Now add a `MA Menu Installer` component to your `ToggleDemo` object. Open up the `Prefab Developer Options` section, and put your expressions menu asset there.
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![Menu installer](menu-installer-en.png)
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At this point, we're done! If you build and upload the avatar, you should have a menu item which will summon a cube to your right hand.
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## Finishing up: Prefab conversion and component ordering
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Let's get our cube ready to distribute. First, the components our end-users might want to mess with are primarily the Menu Installer and (if you disabled the Internal checkbox) possibly MA parameters.
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We might want to drag those up to the top of our inspector.
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![Component ordering](component-ordering-en.png)
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Once you're happy with things, drag ToggleDemo into your project pane to create a prefab. Now you can drop that onto any other avatar, and have an instant cube! |