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Day 35: Weapon modelling all over again

Updated: Aug 13, 2023

Part 1:


My plan for the day: You may be wondering how many times I'm going to do the weapon modelling; it's my third time doing this now. Well, I can assure you this is the last time I'll return to this topic. Having gotten rid of the broken animations from last time's blog, I needed to redo some of the topics which I had already covered, starting with the basic weapon model itself. What I accomplished:

I started off by creating lots of different folders; ones for models, prefabs, data, and items. In these folders, I organized all the assets I had used so far, and rearraged everything to make it a bit more tidy. Once that was done, I created a new script: the weapons slot manager. In this, I started coding in what would be two public voids used to load and unload the weapons in the right and left hands. While I had manually moved into the character's hands last time, I wanted to use code this time to make sure no issues would arise. I would have to test whether this worked later, but for now I went back into Unity and searched for the character's right hand in the model. Once I found it, I attached the weapons slot manager script onto it, checked the isRightHand checkbox and repeated this with the left hand as well. Unfortunately, I couldn't continue working on the game for much longer today due to other work, so this is part 1 of recompleting the weapon models. Stay posted for part 2! _______________________________________________________________________________________________________



Image Source: The Unity game

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