migration from new repo
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Quick Start Guide: FREE Low Poly Modular Character – Fantasy Dream
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Bring your character to life in just a few steps:
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──────────────────────────────────────────────
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🧩 1. Add the Prefab
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Drag and drop the Modular Character prefab from
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Prefabs/Modular Character into your scene.
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(By default, the prefab is clean – no scripts attached.)
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🧠 2. Add the Character Controller
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Attach the script ModularHeroController.cs
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(from the Scripts folder) to the prefab.
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This script enables all customization logic.
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🎛️ 3. Set Up the Inspector
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In the Inspector, assign the required GameObjects to the script's fields.
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These include slots for armor pieces, facial parts, and palette references.
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Make sure all fields are properly linked as shown in the demo scene.
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🎲 4. Generate Variants
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Use the buttons in the Inspector to:
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Randomize armor sets
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Randomize facial features
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Toggle helmet visibility
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Explore endless combinations with just a click.
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packageName: Free Low Poly Modular Character Pack - Fantasy Dream
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packageVersion: 1.0
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assetPath: Assets/Free Low Poly Modular Character Pack - Fantasy Dream/Demo/Quick
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Start Guide.txt
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Low Poly Modular Character Pack.unity
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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using static UnityEngine.GraphicsBuffer;
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namespace GanzSe
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{
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public class ModularHeroController : MonoBehaviour
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{
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[Header("Armor Parts")]
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public Transform armorPartsRoot;
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[Header("Face Details Parts")]
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public Transform facePartsRoot;
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[Header("Toggle Helmet")]
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public bool showHelmet = true;
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public void RandomizeArmorParts()
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{
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if (armorPartsRoot == null) return;
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foreach (Transform category in armorPartsRoot)
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{
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SetRandomActiveChild(category);
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}
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}
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public void RandomizeFaceParts()
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{
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if (facePartsRoot == null) return;
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foreach (Transform category in facePartsRoot)
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{
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SetRandomActiveChild(category);
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}
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}
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public void ToggleHelmet()
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{
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Transform heads = armorPartsRoot.Find("HEADS");
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Transform faceParent = facePartsRoot;
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if (heads == null || faceParent == null) return;
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heads.gameObject.SetActive(showHelmet);
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faceParent.gameObject.SetActive(!showHelmet);
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}
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private void SetRandomActiveChild(Transform category)
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{
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if (category.childCount == 0) return;
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foreach (Transform child in category)
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{
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child.gameObject.SetActive(false);
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}
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int rand = Random.Range(0, category.childCount);
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category.GetChild(rand).gameObject.SetActive(true);
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}
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}
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#if UNITY_EDITOR
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[CustomEditor(typeof(ModularHeroController))]
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public class ModularCharacterEditor : Editor
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{
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public override void OnInspectorGUI()
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{
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DrawDefaultInspector();
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ModularHeroController controller = (ModularHeroController)target;
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GUILayout.Space(10);
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GUILayout.Label("Editor Controls", EditorStyles.boldLabel);
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if (GUILayout.Button("Randomize Armor Parts"))
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{
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controller.RandomizeArmorParts();
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}
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if (GUILayout.Button("Randomize Face Parts"))
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{
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controller.RandomizeFaceParts();
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}
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if (GUILayout.Button(controller.showHelmet ? "Hide Helmet" : "Show Helmet"))
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{
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controller.showHelmet = !controller.showHelmet;
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controller.ToggleHelmet();
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}
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}
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}
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#endif
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}
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packageName: Free Low Poly Modular Character Pack - Fantasy Dream
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assetPath: Assets/Free Low Poly Modular Character Pack - Fantasy Dream/Demo/Scripts/ModularHeroController.cs
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uploadId: 759522
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