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Create VGO

IzayoiJiichan edited this page Sep 15, 2022 · 1 revision

1. Load scene

If you use the UniVGO sample project, load ExportScene.
If you want to create a new one, work on any scene.

2. Root Game Object

[GameObject]

Set any name.

No component description
1 Transform Must be the initial value.
2 Vgo Right Set freely.
3 Vgo Generator It is OK just to attach.

The order of the components does not matter.

2-1. Transform

[Transform]

No item value
1 Position X: 0, Y: 0, Z: 0
2 Rotation X: 0, Y: 0, Z: 0
3 Scale X: 1, Y: 1, Z: 1

2-2. Vgo Right

[Vgo Right]

No item description remarks
1 Title The name of the work. Required
2 Author The name of the creator. Required
3 Organization The organization to which the creator belongs.
4 Created Date The creation date of the work. There is no format specification.
5 Updated Date Update date of the work. There is no format specification.
6 Version Version of the work. There is no format specification.
7 Distribution Url Distribution URL.
8 License Url The URL where the license is described.

2-3. Vgo Generator

[Vgo Generator]

No item description value
1 Name The name of the generation tool. UniVGO
2 Version Version of the generation tool. 2.5.0

There are no user-configurable items.
If the meta information is old, delete the component once and attach it again.

2-4. Non-common Components

TODO

3. Child Game Object

The root or child game object can be given any component it supports.

3-1. Cloth

Set the Cloth if necessary.

3-2. Spring Bone

Set up SpringBone if necessary.

On the Hierarchy tab, select any child (other than Root) GameObject.
(Here we name the GameObject SpringBoneManager.)

Attach a new Vgo Spring Bone Group component to SpringBoneManager.
(If you use multiple groups, attach more components.)

[Vgo Spring Bone Group]

No item description required select value default value
1 Comment A name to identify this group as a user. option
2 Drag Force The larger the value, the less likely it is to swing. required [0.0 - 1.0] 0.4
3 Stiffness Force The higher the value, the easier it is to return to the original state. required [0.0 - 4.0] 1.0
4 Gravity Direction The direction of gravity. required x: 0.0, y: -1.0, z: 0.0
5 Gravity Power The magnitude of gravity. required [0.0 - 2.0] 0.2
6 Root Bones Specify the game object at the base of the bone you want to swing.
By specifying multiple root bones, the settings can be grouped together.
required
7 Hit Radius The radius of the sphere that determines the collision of each bone. required [0.0 - 0.5] 0.02
8 Collider Groups This is a group of colliders detected by this spring bone group. option
9 Draw Gizmo The Editor draws the Spring Bone when it draws the Gizmo. required true / false false
10 Gizmo Color The drawing color of Spring Bone. required yellow

If necessary, make additional settings for SpringBoneCollider.

Select the GameObject where you want to place the collider.
(For hair, head, etc.)

Attach a new Vgo Spring Bone Collider Group component to the GameObject.

[Vgo Spring Bone Collider Group]

No item description required select value default value
1 Colliders Set the spring bone collider. required
2 Gizmo Color The drawing color of the spring bone collider. required magenta

[Vgo Spring Bone Collider]

No item description required select value default value
1 Collider Type The type of collider. required Sphere Sphere
2 Offset Relative to the GameObject. required x: 0.0, y: 0.0, z: 0.0
3 Radius The radius of the sphere. required [0.0 - 1.0] 0.0

3-3. Particle System

Set the Particle System component if necessary.
You can set it while checking the effect in Scene View.
Shaders for particles can be used as shaders.

3-4. Vgo Right

Child game objects can also be given Vgo Right component.

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