I’ve been playing around with photon unity networking, and i’m nowhere near the point this question revolves around yet but i want to get a better understanding of how this would work.
I’ve noticed multiple instances where the person designing the game would create a weapon that is actually a part of the player model, as a seperate object. You can turn the object on and off but i’m curious if you can assign a generic attack animation to the player without a weapon.
The main concern is that if i do get a live game up and running in the near future (being the only developer and artist on my solo team) if i could simply create a new weapon model and just add the new weapon to a list of the previous weapons.
Please review comment below
or… will i need to re-edit and animate each character model to include a new model with animation for each gear-related update?
edit:
replacing the prefab’s model is quite tedious to do EVERY update. is this the only way?
i’m thinking [female/male] would have different weapon renders for the same weapon, different animations for each weapon etc… if i have 3 classes and 2 genders thats 6 models and animations (minimum) to add 1 new weapon
I'm thinking I should create a bone to animate with the character in blender, and attach a unity prefab to the weapon bone for animation following? then I can swap weapon models in and out through the prefabs? is this right? anyone have documentation for this thought process?
– KuPAfoo