This page is only a stub.
////////// Part 1: Basic Setup for Exporting a model as a part ///////////
- import meshes and materials into project
- set up mesh as GO in scene
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rename as needed
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rotate mesh to neutral orientation
- tools/floating origin studios/exp/parts setup
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click create part setup
- add collision components
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make sure all part colliders are convex
- set up attachment nodes
- orient node axes as needed
- surface nodes
- primary axis (lime) will align to srf normal
- secondary axis (grey) defines forward direction of the part
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create prefab for the part
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tools/floating origin studios/part export tools
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make sure prefabs list matches the scene (hit Get Prefabs from Scene button to make sure)
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set up output folder path (hit browse)
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Click Pre-Process Enabled Part Prefabs to generate export assets
- Open AssetBundleBrowser panel
/////////////// Part 2: Configuring Part Info ////////////////////////
- Part script inspector panel
- hit process button
- should automatically fill out name, fob file and asset path fields
- fill out fields:
- part title
- manufacturer
- shortname
- hit save cfg button
- will auto fill out other fields and module references
- add parts list data tags
- examples from other parts most useful
- Part Physics Component
- auto-calculate context options
- part needs a collider for it to work
- Part Icon Fitter
- Remember to apply the prefab
- select root part object
- expand prefab overrides, hit apply all
- Hit Save Cfg button
////////// GENERAL TIPS ///////////////
- You don’t need to re-export the part prefab (pre-process, build, post-process) if you just made changes to the part’s inspector values. You can just re-save the cfg file.
- note that this doesn’t apply if you change values in components attached to any child objects of the part (only for the components attached to the part’s root gameobject)
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