Getting started
Getting Started
Using an Existing Unity Project
Samples & Examples
Core Concepts & Glossary
Unity Package Types
Spaces & Space Templates
Custom Avatars
Custom Avatar Animations
Avatar Attachments
Custom Prefab Objects
World Building
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Quests and Rewards
Drivable Vehicles
Economy
Economy Overview
Items
Rewarding Items
World Currency
Selling Items
Scripting
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Guidelines
Supported Features and Limitations
Performance Guidelines
Lighting
Publishing to Spatial
Finding Published Packages
Support
FAQs
Help and Community
Release Notes
Overview
Attachments are things that can attach to avatars. The system is designed in a way that is flexible enough to support many different types of assets.
What can I make with this?
- Firearms (pistols, rifles, shotguns)
- Melee weapons (swords, axes, hammers, daggers)
- Shields
- Backpacks
- Skates
- Rollerblades
- Skateboards
- Jetpacks
- Wings
- Musical instruments (guitars, drums, flutes)
- Tools (wrenches, hammers, screwdrivers)
Work In Progress
This package type is still being developed, more features will become available in the coming weeks. When these features are complete, you will be able to create all of the above.
Please let us know on Slack or Discord if you have any feedback as we develop this feature.
What can I make today?
- Aura’s — Things like halo effects around the avatar
- Rideables — Skateboards, Hoverboards, …
- Pets — For
World
scope, you can create attachments that come with scripting components. This allows you to write your own logic for how the attachment follows your avatar.
Core Concepts
Simply said, an attachment can be a simple 3D model that is attached to an avatar in a given slot. But it can be a lot more than that too.
- Attachment Slot — Each attachment defines a primary slot and additional slots. An avatar can only equip a single attachment for a given slot.
- Category — Each attachment needs to assign a category, this will be used to group similar items in someones backpack
Feature Overview
Attachments have been recently introduced, and many more features are coming soon.
Feature | Explanation | Status |
Skinning | Skinned attachments are basic models that are skinned to the Avatar’s bone skeleton. When the avatar animates, the attachment mesh deforms with it. | Coming Soon |
Bone Attachment | When this option is enabled you can select a bone to parent the attachment to. For example, a “Can of Coke” can be parented to the avatar’s Right Hand. | Coming Soon |
IK Settings | Attachments can force one of four Avatar IK points (2 hands, 2 feet) to a specified target transform. For example, for a “Bicycle” attachment, you’ll want to IK the hands to the handle bar. | Coming Soon |
Custom Actions | Attachments can give avatars additional abilities. For example, a sword attachment could define two custom actions: Attack and Block. With custom actions you will be able to specify additional avatar animations to play. | Coming Soon |
Avatar Animation Settings | Attachments can optionally override the avatar animations for its default clips.
For example, if the avatar is running with a heavy sword, you may want a slightly different walk/jog/run animation. Or as a different example, for a hoverboard attachment, the avatar animations can be overridden to match the pose for standing on a hoverboard.
These settings also allow you to set if an attachment is visible or not while a specific avatar animation clip is playing. Same for IK settings | Ready |
Attachment Animation Settings | Allows you to set animation clips to play in sync with the avatar.
For example, when the avatar “jump” animation is playing, you can set what the “jump” animation should be on the attachment. These animations are synchronized between the avatar and the attachment.
This is the key feature that allows you to create a hoverboard where the jump animation looks like the avatar is jumping with the board. | Ready |
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