Post by uberwiggett on Apr 22, 2017 5:13:13 GMT
Hey guys!
the unity store big sale is on and finally this asset I have been eying off for what seems like an eternity has come on sale for 30% off!
IronicGames Skeleton Army Builder
Photo of the module
Photo of how they look in game with a toon shader.
If you click through to the asset store you'll see my glowing review, but I'll pop a quick one here too specifically for the TPC.
Pros;
Cons;
That's about the only issue I have had, shrinking them down though I have to adjust the capsule collider for the NPC as it also comes out shrunk and sits around their knee height, but neither of those issues are a big deal. When you put glowing eyes or the magic chest aura on them and you scale the model, they also don't align. But the fix for that is ALSO simple, it's a matter of going to the particle emitter and selecting "scale by shape" and changing it to "scale by heirarchy".
The other bonus of this, is that the armour pieces although they seem to be part of the skeleton mesh within the skeleton base model in the pack, can be made into stand alone prefabs from the module scene. Which means they can be used on your player model (or any other biped model) with relative ease, but it just means you will need to import the skeleton prefab into your project even if you're in a space scifi and don't want skeletons BUT YOU SHOULD HAVE THEM ANYWAY BECAUSE THEY ARE GREAT!
Anyway all up the skeletons seem to work fine with Invector's TPC and are great for making unique enemies as well as mobs.
the unity store big sale is on and finally this asset I have been eying off for what seems like an eternity has come on sale for 30% off!
IronicGames Skeleton Army Builder
Photo of the module
Photo of how they look in game with a toon shader.
If you click through to the asset store you'll see my glowing review, but I'll pop a quick one here too specifically for the TPC.
Pros;
- Huge range of customisation
- Compatible with mecanim
- No errors with Invectors auto-ragdoll process
- weapon holder points on both hands align perfectly with Invector's weapons (can replace defaultEquip)
Cons;
- The skeletons need to be shrunk down to about 0.3 of their original size to match invector/other models!
That's about the only issue I have had, shrinking them down though I have to adjust the capsule collider for the NPC as it also comes out shrunk and sits around their knee height, but neither of those issues are a big deal. When you put glowing eyes or the magic chest aura on them and you scale the model, they also don't align. But the fix for that is ALSO simple, it's a matter of going to the particle emitter and selecting "scale by shape" and changing it to "scale by heirarchy".
The other bonus of this, is that the armour pieces although they seem to be part of the skeleton mesh within the skeleton base model in the pack, can be made into stand alone prefabs from the module scene. Which means they can be used on your player model (or any other biped model) with relative ease, but it just means you will need to import the skeleton prefab into your project even if you're in a space scifi and don't want skeletons BUT YOU SHOULD HAVE THEM ANYWAY BECAUSE THEY ARE GREAT!
Anyway all up the skeletons seem to work fine with Invector's TPC and are great for making unique enemies as well as mobs.