![]() In our case, we have parameters like Speed, Direction, Jump, Hi. We are using these, to control our animations via scripts. The critical features to understand the Animator Controller are the Animation Parameters. To Assign this Kyle Robot Controller to our Prefab, simply set the property Controller of the Animator component to point to Kyle Robotĭon't forget that if you do that on the instance of My Kyle Robot, you need to hit "Apply" for the Prefab itself to incorporate these changes. We won't cover the creation of this graph in this tutorial, and so we provide a controller for this, located in your project assets under \Assets\Photon\PhotonUnityNetworking/Demos/PunBasics-Tutorial/Animator/ called Kyle Robot The Kyle Robot Fbx asset needs to be controlled by an Animator Graph. It's a very important step, because we've edited an instance of our prefab My Kyle Robot, but we want these changes to be for every instance, not just this one, so we hit "Apply". Hit "Apply" to affect the change we made. In the CharacterController Component change the Center.y property to 1 ( half of its Height property). We actually need the "Capsule Collider" to match the character properly. Notice the "Capsule Collider" centered at the feet This Component is a very convenient Standard Asset provided by Unity for us to produce faster typical characters using Animator, so let's make use of these great Unity features.ĭouble click on My Kyle Robot to have the Scene View zooming in. You could do this directly on the Prefab itself but we need to tweak it, so this is quicker this way. Let's add a CharacterController Component to My Kyle Robot instance in the hierarchy. We have now created a Prefab that is based of Kyle Robot Fbx asset, and we have an instance of it in the hierarchy of your scene Kyle Test. Drag and drop My Robot Kyle into "PunBasics_tutorial\Resources".Rename the GameObject you've just created in the hierarchy to My Robot Kyle. ![]() ![]() Drag and drop Robot Kyle onto the "Scene Hierarchy". ![]() You can get rid of the scene once this is done. The purpose of the "Kyle Test" scene is solely to create the prefab and set it up. Create a new empty scene, and save it as Kyle Test in "PunBasics_tutorial\Scenes".In your "Project Browser", create a folder named exactly "Resources" somewhere, typically it's suggested that you organized your content, so could have something like "PunBasics_tutorial\Resources".Here is one way to start using the `Kyle Robot.fbx` for your player: This Robot Kyle.fbx is located in "\Assets\Photon\PhotonUnityNetworking\Demos\Shared Assets\Models". It comes as an Fbx file, which is created with a 3d software like 3ds Max, Maya, cinema 4D and the likes.Ĭovering the creation of the mesh and the animation with those software, is out of scope for this tutorial. We are going to use the Kyle Robot that Unity provides as a free asset. ![]() So always make sure that within your Project Assets, there is no two Prefabs within a Resources folder path with the same name. You should not have two Prefab under your Assets' Resources paths named the same, as Unity will pick the first one it finds. The second important side effect of having Prefabs inside Resources folders is that you need to watch for their names. The first and important rule to know about PUN is, that a Prefab, that should get instantiated over the network, has to be inside a Resources folder.
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