Unity Package Types
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)
- Musical instruments (guitars, drums, flutes)
- Tools (wrenches, hammers, screwdrivers)
Work In Progress
What can I make today?
- Auras — Things like halo effects around the avatar
- Weapons — Swords, Pistols, Shields
- Accessories — Jetpacks, Wings, Hats, Gloves, Boots
- Rideables — Skateboards, Hoverboards…
- Pets — For
Worldscope, you can create attachments that come with scripting components. This allows you to write your own logic for how the attachment follows your avatar.
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 the player’s backpack
Skinned attachments are basic models that are skinned to the Avatar’s bone skeleton. When the avatar animates, the attachment mesh deforms with it.
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.
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.
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.
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
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.
We enforce these performance limits to ensure all supported devices can load and render these attachments. While the universal scope may look very limiting, remember that users can have multiple attachments equipped, so this can quickly blow through memory and rendering performance budgets.
For example, if you are in an experience with 50 users, and each user has 4 attachments equipped, that’s 50 avatars and 200 potentially unique attachments that need to be in memory and rendered (which is a lot to load and render).
The limits are much higher for
World scope in order to give creators the flexibility to control budgets and quality. Participant counts can be limited to lower player counts, such as 5, which allows more room in memory for larger higher quality attachments.
Vertex Count Limit
Triangle Count Limit
Sub Mesh Count Limit
Minimum Bounds Size
Maximum Bounds Size
Texture Memory Budget