I’m not sure if this is the right place to ask, but…
Hi, I’m just wondering what is the correct way to add my character to the scene. What I usually do is after I imported my .fbx character I just drag and drop it to the scene view or to the hierarchy then add the components there (scripts, rigidbody and the collider). Or should I create empty game object first then add the components there then parent the my character to the game object. The problem I have when doing the empty game object is I cant 0 out the transformation because when I add gameobject it’s half are below the 0, so I usually set the y axis to 1. So what is the best way to add my character? Thanks
about the 0 thing, when I create a game object like capsule, its pivot point is in the center of the capsule, so when I reset his transformation, half of the cube are below the grid, so i need to make his y position to 1 so avoid falling below the ground. Is there a freeze transformation in unity similar to maya?
That’s just where the pivot of the object is located relative to it’s mesh. The primitive shapes built-in with Unity aren’T commonly used for anything but prototyping and testing. In a 3d modelling application the user can freely decide where the pivot point will be. I still don’t see how the location of the pivot point of the cube is a problem if you have your own character model anyway
In Maya, can you place the FBX model’s origin (0,0,0) at its feet before importing it into Unity? If not, you’ll have to shift in Unity like you described.
In order of complexity / sophistication:
Drag your model into the scene. Add components to it.
Drag your model into the scene as a child GameObject, preferably with local transform (0,0,0). Add colliders and other components to the parent GameObject. This will allow you to swap out models if necessary.
Save the parent GameObject as a prefab. This way, you can drop it into any scene. If you change the prefab, the changes will be reflected in all scenes that use it.