Creating Accessories
Accessories are stored as prefabs with the AccessoryComponent attached to the root gameObject. You can preview the item using our Accessory Editor
Creating Accessory Graphics
If you are making static meshes you can simply create the model in any program and export it as an FBX.
If you are skinning the graphics to the character model you will need to use Blender and weight paint your model to the Blender character. Be sure to export the FBX as suggested on the Character Blender Page.
Create A New Accessory
Any prefab with an AccessoryComponent on its root game object can be used as an accessory.
Create an empty game object and name it
Add a component -> AccessoryComponent to the game object
Select the Slot this accessory will go on
If the mesh is skinned to the character select skinned
If you want to hide body parts use the Hide Body Parts dropdown
Drag your mesh(s) onto your game object so they are child transforms
If you are bringing in character skinned meshes be sure to delete the bone game objects. The bones will be assigned at runtime to the actual character
You can create as many child objects as you want. Including particle effects, primitives or sounds if you want
Drag your game object into your project to create a prefab of it

Accessory Editor
To view your accessory on the character you can click the Accessory Editor button on the AccessoryComponent or go to Airship -> Avatar -> Accessory Editor
Open the accessory editor
Make sure your item is selected in the Accessory Editor window
Modify your accessory to look correct on the character
You can modify the transform of the root game object, or any child transforms
Click save to keep your changes or reset to revert back to its last state
Troubleshooting
My accessory mesh is invisible in the prefab
If it is a character skinned object you must delete the rig transforms which will result in an invisible mesh. However you should see it look correct in the Accessory Editor and in Game
I don't see my accessory in the Accessory Editor
Make sure your accessory is selected in the Accessory Editor window
Make sure your transforms positions aren't set way in the distance
Make sure you don't have any 0's in your transform scales
Make sure you selected the correct slot on your AccessoryComponent
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