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File -> New Scene
Main Camera
, because it will instantiate gameplay camera prefab as main character when player enter map scene, it should not have more than one main camera in the map sceneEventSystem
for UI event handling, so you have to add it by menu GameObject -> UI -> Event System
000_Leveling_Test
, saved it to Assets/Leveling/Scenes/Maps
.Scenes In Build
Game Database Editor
dialog from menu MMORPG KIT -> Game Database
Map Info
section, then click Create
MultiplayerARPG.MapInfo
Assets/Leveling/GameData/Maps
, name: 000_Leveling_Test
Scene
fieldCharacter Entity Creator
dialogForExternalAnimations
prefab which located in Assets/ModularRPGHeroesPolyArt/Prefabs/CharacterBaseForExternalAnimations
, duplicate it by select it, press CTRL+D
.Human
.MMORPG KIT -> Character Entity Creator (3D)
Human
, set Character entity type
to Player Character Entity
, set Entity movement type
to Character Controller
, Select game database which created for this project (It is LevelingGameDb
which was created in first part) and set FBX
to prepared character model prefabCreate
button, then it will shows folder choosing dialog, select folder which you want to save, Mine will be saved to Assets/Leveling/GameData/PlayerCharacters/Human
00_Leveling_Init
scene to try creating the characterAssets/Leveling/GameData/PlayerCharacters/Human
so I will go to the folder and open prefabPlayable Character Model
component Default Animations
, set following clipsAssets/ModularRPGHeroesPolyArt/Animations/NoWeapon/Idle_noWeapon
to Default Animations -> Idle State -> Clip
.Assets/ModularRPGHeroesPolyArt/Animations/NoWeapon/NormalRun_noWeapon
to Default Animations -> Move States -> Forward State -> Clip
.Assets/ModularRPGHeroesPolyArt/Animations/NoWeapon/JumpStart_noWeapon
to Default Animations -> Jump State -> Clip
.Assets/ModularRPGHeroesPolyArt/Animations/NoWeapon/JumpAir_noWeapon
to Default Animations -> Fall State -> Clip
.Assets/ModularRPGHeroesPolyArt/Animations/NoWeapon/JumpEnd_noWeapon
to Default Animations -> Landed State -> Clip
.Assets/ModularRPGHeroesPolyArt/Animations/NoWeapon/GetHit_noWeapon
to Default Animations -> Hurt State -> Clip
.Assets/ModularRPGHeroesPolyArt/Animations/NoWeapon/Die_noWeapon
to Default Animations -> Dead State -> Clip
.Assets/ModularRPGHeroesPolyArt/Animations/NoWeapon/PickUp_noWeapon
to Default Animations -> Pickup State -> Clip
.Playable Character Model
component, Default Animations -> Right Hand Attack Animations
I'll set 2 attack animationsState -> Clip
is Trigger Duration Rates
which is rate of Clip
's duration at when it should hit enemy, you can find it from animation clip previewing. NormalAttack01_SingleTwohandSword
clip, the character will swinged and should hit at 50%, so I will set Trigger Duration Rates
to 0.5
.