Unity Character Customization Using Scriptable Objects | Beginner Unity Tutorial

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Unity Character Customization is a topic I've wanted to do for a while, but I always wondered about the best way to do character customisation in Unity - in the end I settled on the Unity Scriptable Objects route - allowing you to create scriptable objects which define which assets are available to for the character customization system to use.

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I'm literally blown away by how simple this is. Wtf. Like, I'm just barely learning c# programming, but this is simpler even than making a square move around with a keyboard practically. Maybe not in length, but in terms of "oh, all of this makes sense to my non programmer mind".

Unity, please don't die... Let the people who started buts like this keep going and kicking ass!

onerimeuse
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Hey man, I just wanted to come on here and say thank you so much for the resources you provide and the help you give. You have fueled my passion for game dev and through this its getting me through some pretty rough times. I just wanted you to know how big of an impact you make through these tutorials, even more than just helping people learn unity, and I am so grateful. I appreciate everything you do man, thank you.

caydencobb
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This is exactly what I have been looking for, thanks.

thejestersmuse
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Thank you so much for the video, this was very informative!

lucasfarias
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It’s good to understand the concept from this video.
Storing it with SO.



Any best idea to implement it with UI selection?

LuqmanHidayat
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Great tutorial! I just have one question regarding preparing the model. On 14:22 it shows the hats, faces etc as separate objects, yet on 12:54 they're all grouped in their own respective skinned mesh renderers. How would I do this with a custom character? Thanks in advance.

TinemOfficial
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It should've been mentioned, as per Unity's Manual: "In a deployed build, however, you can’t use ScriptableObjects to save data, but you can use the saved data from the ScriptableObject Assets that you set up during development."

Expect your game to not work the same whilst in the editor vs a finished build.

caradepeido
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I have the same character model, same smoothness and metallic textures. I just want to change out the albedo texture for a large variety of colour variations. Would you recommend using the same scriptable object approach?

BeachBobRoss
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Awesome video! Got a lot of useful tips from it as usual.
Do you think this way is more efficient than having everything as child and then hide/enable each mesh at runtime?
And if so, how would you implement this to swap parts at runtime?

henriqueam
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Are there any tutorials that go in-depth about making your own modular characters? One that shows the process from blender all the way to importing it into a game engine?

nicholasthompson
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Is your ground in the scene custom built assets of low poly, or a painted terrain?

Clik_Mazer
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Oh one other thing, please dont leave the unity community... You are so much helpfull 😊

henriqueam
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I already have an avatar created of different size, shape and form. Can this video tutorial be used on my pre - existent Avatar , if so how ? . Please let know if this informative video is only for particular character of certain shape and size.
Also the video was apt and informative !!

AmithV
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Hello,

I'm not sure I understand. Does every item have to be rig and animate? If I have a single rig, how can I add several armors to my rig without having to always redo the skinning?

jonathanblanchette
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as i'm still learning, I was just going to use chat gpt to turn this into some code that could actually be used in a game, but i have to ask, what made you want to create a random switcher and also code the button into the GUI instead of just keeping the scope of it within actual game use?
Like to use an in game button and intentional switching through the array/gear, like you would in a video game.

I dont understand your angle on this tutorial, it just seems like a waste to add in stuff that is mostly irrelevant.

michael_howling