![unity realistic fps prefab visual body unity realistic fps prefab visual body](https://www.pixelcrushers.com/dialogue_system/manual2x/html/inputHorizVert1.jpg)
There are a few ways to set up the NPC character models, depending on how they have been rigged in the 3D app and which object the Animation Component is located on for the model. If the model's Animation component is not attached to the root object of the model, you can drag the object with the Animation component from the Hierarchy view over the Object With Anims field of the AI.cs script, so that the script will know where to locate the walk, run, shoot, and idle animations to play for the NPC. Then you can drag your character model over the duplicated NPC object to make it a child of the root NPC object. When making a new NPC, we suggest duplicating an existing NPC prefab object, to make set up of the object components easier. If the NPC model stays in the T pose, then the animations of the character model aren't being read and played correctly. Weapon customization is possible and would probably be done after a GUI/inventory system is complete, to allow for a visual way to add attachments to weapons.Īn improved sniper system is on the list, with possibly an option for the regular ironsights style zooming, or a sniper sight overlay that covers the whole screen.Ĭlick to expand.Thanks hannm, if the NPC isn't moving, there might be a component configuration issue with the NPC prefab object. Another option that we would prefer is to keep the current weapon model positioning and animation code, and animating a character model so that only the animated torso and legs are visible in first person view. One way to go about this would be to remove the current weapon model system and use a Mecanim character model that rotates its arms to stay in alignment with the camera. We will be doing some testing with having a player model visible in the first person view.
![unity realistic fps prefab visual body unity realistic fps prefab visual body](https://developerfreaks.com/unity/R/realistic-fps-prefab-7739/realistic-fps-prefab-7739-008-scaled.jpg)
Click to expand.Hi Litwin, we would like to implement a multiplayer system, but it will take some time, as we are laying the groundwork with some other features first like third person and testing prefab activation/deactivation and multiple instances of the player prefabs.