migration from new repo

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mrtoine 2025-09-06 23:56:47 +02:00
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Quick Start Guide: FREE Low Poly Modular Character Fantasy Dream
Bring your character to life in just a few steps:
──────────────────────────────────────────────
🧩 1. Add the Prefab
Drag and drop the Modular Character prefab from
Prefabs/Modular Character into your scene.
(By default, the prefab is clean no scripts attached.)
🧠 2. Add the Character Controller
Attach the script ModularHeroController.cs
(from the Scripts folder) to the prefab.
This script enables all customization logic.
🎛️ 3. Set Up the Inspector
In the Inspector, assign the required GameObjects to the script's fields.
These include slots for armor pieces, facial parts, and palette references.
Make sure all fields are properly linked as shown in the demo scene.
🎲 4. Generate Variants
Use the buttons in the Inspector to:
Randomize armor sets
Randomize facial features
Toggle helmet visibility
Explore endless combinations with just a click.

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using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using static UnityEngine.GraphicsBuffer;
namespace GanzSe
{
public class ModularHeroController : MonoBehaviour
{
[Header("Armor Parts")]
public Transform armorPartsRoot;
[Header("Face Details Parts")]
public Transform facePartsRoot;
[Header("Toggle Helmet")]
public bool showHelmet = true;
public void RandomizeArmorParts()
{
if (armorPartsRoot == null) return;
foreach (Transform category in armorPartsRoot)
{
SetRandomActiveChild(category);
}
}
public void RandomizeFaceParts()
{
if (facePartsRoot == null) return;
foreach (Transform category in facePartsRoot)
{
SetRandomActiveChild(category);
}
}
public void ToggleHelmet()
{
Transform heads = armorPartsRoot.Find("HEADS");
Transform faceParent = facePartsRoot;
if (heads == null || faceParent == null) return;
heads.gameObject.SetActive(showHelmet);
faceParent.gameObject.SetActive(!showHelmet);
}
private void SetRandomActiveChild(Transform category)
{
if (category.childCount == 0) return;
foreach (Transform child in category)
{
child.gameObject.SetActive(false);
}
int rand = Random.Range(0, category.childCount);
category.GetChild(rand).gameObject.SetActive(true);
}
}
#if UNITY_EDITOR
[CustomEditor(typeof(ModularHeroController))]
public class ModularCharacterEditor : Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
ModularHeroController controller = (ModularHeroController)target;
GUILayout.Space(10);
GUILayout.Label("Editor Controls", EditorStyles.boldLabel);
if (GUILayout.Button("Randomize Armor Parts"))
{
controller.RandomizeArmorParts();
}
if (GUILayout.Button("Randomize Face Parts"))
{
controller.RandomizeFaceParts();
}
if (GUILayout.Button(controller.showHelmet ? "Hide Helmet" : "Show Helmet"))
{
controller.showHelmet = !controller.showHelmet;
controller.ToggleHelmet();
}
}
}
#endif
}

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