Post by Admin on Jul 3, 2016 15:40:38 GMT
This integration is part of the DK UMA Premium package since the version 2.3.5.
Here follows an information about how to set it to work with a DK UMA avatar as player.
In Editor mode :
Setup the scene :
Using your project window, open the folder 'Inventory Master Integration' (write this into the search bar of the project window).
-Open Prefabs > Resources folder.
-Add the 'EventSystem(Clone)' prefab to your scene.
-Add the 'Inventory's' prefab to your scene(s).
-Into the 'Inventory's' object, open the 'Panel - EquipmentSystem(Clone)', it is a child of 'Canvas - Inventory(Clone)'.
-The order of the children of the 'Panel - EquipmentSystem(Clone)' object is very important, DO NOT change it or you will have some visual glitches.
-Select the 'Profile' child object and verify that the 'Texture' variable is set to the texture named 'Profile'.
Setup the player avatar :
-Open your DK UMA player avatar using the hierarchy window.
-Add the 'PlayerInventory' component to the 'New UMA Model (Rename it)', on the same object containing the 'DK_RPG_UMA' component.
Setting up the 'PlayerInventory' component:
-Assign the 'Panel - Inventory(Clone)' (child of the 'Inventory's' object of your scene) to the 'Inventory' variable.
-Assign the 'Panel - EquipmentSystem(Clone)' (child of the 'Inventory's' object of your scene) to the 'Character System' variable.
-Assign the 'Panel - CraftSystem(Clone)' (child of the 'Inventory's' object of your scene) to the 'Craft System' variable.
-Assign the 'New UMA Model (Rename it)' (child of the DK UMA player avatar) to the 'Avatar' variable.
-Open the child 'DefaultUMABase(Clone)' of your player avatar and add the 'Profile Camera' prefab as a child of it.
Setting up the camera for avatar view into the Equipment system:
-Select the 'Profile Camera' child object of the 'DefaultUMABase(Clone)' object of your player's avatar object, using the hierarchy window.
-Into the Camera component, verify that the Clear Flags is set to Solid Color.
-Into the Camera component, verify that the Culling Mask is set to 'Player' ONLY.
-Into the Camera component, verify that Target Texture is set to 'Profile'. It is the image to generate by the camera, destined to be displayed into the EquipmentSystem window.
WIP notes :
At its state of dev (Premium v2.3.5), the modifications done to the avatar using the Inventory Master integration are not saved to the DK UMA avatar definition. But it will be.
Here follows an information about how to set it to work with a DK UMA avatar as player.
In Editor mode :
Setup the scene :
Using your project window, open the folder 'Inventory Master Integration' (write this into the search bar of the project window).
-Open Prefabs > Resources folder.
-Add the 'EventSystem(Clone)' prefab to your scene.
-Add the 'Inventory's' prefab to your scene(s).
-Into the 'Inventory's' object, open the 'Panel - EquipmentSystem(Clone)', it is a child of 'Canvas - Inventory(Clone)'.
-The order of the children of the 'Panel - EquipmentSystem(Clone)' object is very important, DO NOT change it or you will have some visual glitches.
-Select the 'Profile' child object and verify that the 'Texture' variable is set to the texture named 'Profile'.
Setup the player avatar :
-Open your DK UMA player avatar using the hierarchy window.
-Add the 'PlayerInventory' component to the 'New UMA Model (Rename it)', on the same object containing the 'DK_RPG_UMA' component.
Setting up the 'PlayerInventory' component:
-Assign the 'Panel - Inventory(Clone)' (child of the 'Inventory's' object of your scene) to the 'Inventory' variable.
-Assign the 'Panel - EquipmentSystem(Clone)' (child of the 'Inventory's' object of your scene) to the 'Character System' variable.
-Assign the 'Panel - CraftSystem(Clone)' (child of the 'Inventory's' object of your scene) to the 'Craft System' variable.
-Assign the 'New UMA Model (Rename it)' (child of the DK UMA player avatar) to the 'Avatar' variable.
-Open the child 'DefaultUMABase(Clone)' of your player avatar and add the 'Profile Camera' prefab as a child of it.
Setting up the camera for avatar view into the Equipment system:
-Select the 'Profile Camera' child object of the 'DefaultUMABase(Clone)' object of your player's avatar object, using the hierarchy window.
-Into the Camera component, verify that the Clear Flags is set to Solid Color.
-Into the Camera component, verify that the Culling Mask is set to 'Player' ONLY.
-Into the Camera component, verify that Target Texture is set to 'Profile'. It is the image to generate by the camera, destined to be displayed into the EquipmentSystem window.
WIP notes :
At its state of dev (Premium v2.3.5), the modifications done to the avatar using the Inventory Master integration are not saved to the DK UMA avatar definition. But it will be.