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Is there a boiler plate way to make a character-designer?

Discussion in 'Scripting' started by SoundStormLabs, Jul 16, 2018.

  1. SoundStormLabs

    SoundStormLabs

    Joined:
    May 6, 2017
    Posts:
    187
    I'm interested in making in interface where people can create their own ships in an editor which requires different kinds of pieces lock into place within a 3D viewer inside the game itself. The most obviously but least flexible way to do this is to preset the combinations of 3D models and simply activate them when a player unlocks or purchases that item which also seems like it is the least prone to glitches. However, I am wondering if there is a standard way this is set up in Unity or other games script-wise.
     
  2. GroZZleR

    GroZZleR

    Joined:
    Feb 1, 2015
    Posts:
    3,201
    It depends entirely on your game and your goal, but two straight forward solutions are:

    1. A grid based system, voxels or not, where the player can move uniformly sized pieces around the grid like any of the modular level generation kits you can find on the asset store for inspiration.

    2. An attachment based system. Start with a central piece and expand the vehicle by attaching new parts at predefined points. The engine may only accept one "hull type" piece, and then the hull piece will accept other hull pieces or weapon turrets... expand and repeat forever, etc. etc.