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Simple Tools for Everyday Use

Basic Scene Statistics

This shows a general count of meshes, their vert and tri counts, number of materials and the number of passes in each material to give an estimated overlook of how heavy the scene (and your currently selected object or group) may be.

It’s not an accurate representation of our end build, but keeps you aware of what’s going on as you build the scene.

General Quick Actions

Quick tool to do…

Add/Remove Compiler Defines

Some plugin integrations need to have their assembly definitions defined, so custom compiler defines are used so the code knows they have been installed and sections of code needs to be compiled.

blah blah blah…

Quick Material Replacement

Find a material in the scene and have it update to a newer material, or replace them all!

Quick Pose Replication

Want to copy a pose from an animation to a different model, just click!

Quick New Scene Setup

Create a new scene with a default hierarchy setup:

Quick Asset Folder Setup

Quickly setup your asset’s folder structure, just select the folder you want these options to populate.

Avatar Character Setup

Setup Actor

Place the MESH and SKELETON objects in their respective slots and this will attach the base components

  • EyeAndHeadAnimator – on mesh
  • LookAtIK – on mesh
  • FullBodyBipedIK – on skeleton
  • AudioSource – on head bone
  • HandPoser – on both hand bones

Combine Mesh Option

Characters may be broken into multiple parts to allow for more configurability in the future. Click the Combine Parts box to expose the model gameObject array, and drag and drop your models.

This integrates with Digital Opus’ Mesh Baker, and the options will only appear if the USE_MESH_BAKER symbol is defined, but only define it IF you have Mesh Baker installed – otherwise your code will not compile.

This will then create a new MESH asset for the combined mesh and bind that to a duplicate of the top model’s SKELETON. Then a PREFAB will be created (named ACTOR) and saved in the same folder.

Setup Character Prefab

Once an ACTOR is created, its reference will be passed to the Character Setup Section (you can also drag an Actor Prefab form the project library into this slot)

Make sure the ACTOR prefab adheres to the MESH and SKELETON game object hierarchy, otherwise it won’t connect!

This will connect the components related to the character’s Navigation, IK Controls & Interactions, and Eye Gaze System.

Basic Mesh Tools

Simple combining tools to help consolidate your scene.

More advanced options available with Mesh Baker Integration – coming soon

Animation Tools

Clean up stray animation parameters like position and scale that are exported from Maya with your animation bakes. Also keep certain parameters if you choose.

The Animation Parameter Renamer allows you to rename paratmeters that may not match your current character hierarchy and need an update. This was adapted from Sebastian Krośkiewicz’s Unity Animation Hierarchy Editor

Tutorial:

Step 1)

Drag-n-Drop the component onto the Root GameObject of your Character.

Step 2)

Drag-n-Drop the component onto the Root GameObject of your Character.

Step 3)

Drag-n-Drop the component onto the Root GameObject of your Character.