10-11-2021, 12:07 PM
Hello,
thanks for the quick reply!
Basically, I made an ObiSetupManager component that listens for character updates (Add or Remove Clothes).
1. When I click on a UI item Uma automatically adds a cloth to an avatar on a separated skinned mesh renderer, when the cloth is generated OnCharacterUpdated gets called.
2. I then loop through all the skinnedmeshrenderers and if it's a cloth item I add an ObiSetupComponent that will add the Skinned Cloth and Skinned Cloth Renderer.
3. I assign the BlueprintProvider which is a scriptable object containing all the references to blueprints
4. When the name of the current skin renderer gets updated with a new cloth item I just get the new blueprint and assign it...
Here's the video: https://youtu.be/MCGP2yXBa5I
This is how I assign a blueprint
I really have no clue!! I'm desperately searching for a solution ahah
Thanks again!!
thanks for the quick reply!
Basically, I made an ObiSetupManager component that listens for character updates (Add or Remove Clothes).
1. When I click on a UI item Uma automatically adds a cloth to an avatar on a separated skinned mesh renderer, when the cloth is generated OnCharacterUpdated gets called.
2. I then loop through all the skinnedmeshrenderers and if it's a cloth item I add an ObiSetupComponent that will add the Skinned Cloth and Skinned Cloth Renderer.
3. I assign the BlueprintProvider which is a scriptable object containing all the references to blueprints
4. When the name of the current skin renderer gets updated with a new cloth item I just get the new blueprint and assign it...
Here's the video: https://youtu.be/MCGP2yXBa5I
This is how I assign a blueprint
I really have no clue!! I'm desperately searching for a solution ahah
Thanks again!!