Adding Flight to an Avatar: Difference between revisions

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(Created page with "Here's how to add the ability to fly to your avatar.<ref>Rampag3, ''How to Make a Flying Avatar'' https://www.youtube.com/watch?v=w28WejN9MMQ</ref> {{Warning|This entire feat...")
 
(Avatar 3.0)
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{{Note|This guide was written in Unity 2018.4.20f1 on Windows 10. YMMV.}}
{{Note|This guide was written in Unity 2018.4.20f1 on Windows 10. YMMV.}}
= Inclined Plane Method (Avatar 2.0) =
== Prerequisites ==
== Prerequisites ==
* VRCSDK2
* VRCSDK2
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However, you will want to toggle this ability with a gesture or emote, otherwise you will always be in "flight mode". You will want to toggle the ''Fly'' node we made earlier.
However, you will want to toggle this ability with a gesture or emote, otherwise you will always be in "flight mode". You will want to toggle the ''Fly'' node we made earlier.
== Inclined Plane Method (Avatar 3.0) ==
Same method, but with a few tweaks. Currently being tested.
# Right-click on your avatar's root node in the scene hierarchy.
# Select '''Create Empty''' from the context menu.
# Rename the new GameObject to ''Fly'' or something memorable.
# Right-click Fly in the scene hierarchy.
# Choose '''3D Object > Cube'''.[[File:Unity 2020-11-02 20-20-40.png|thumb|What your scene hierarchy should look like.]]You should now see a Cube under the Fly object.
# Select Cube.
# In the Inspector tab, set the following:
#* Rotation:
#** X: -15
#** Y: 0
#** Z: 0
#* Scale:
#** X: 2
#** Y: 0.4,
#** Z: 5
# Uncheck the checkbox next to ''Mesh Renderer'' to disable rendering the cube.
# Make sure ''Box Collider'' is still checked.
Now you just need to make a toggle for ''Fly''.


== References ==
== References ==
<references />
<references />

Revision as of 04:27, 3 November 2020

Here's how to add the ability to fly to your avatar.[1]

Warning: This entire feature relies on a physics bug, which may be fixed in the future.
Note: This guide was written in Unity 2018.4.20f1 on Windows 10. YMMV.

Inclined Plane Method (Avatar 2.0)

Prerequisites

  • VRCSDK2
  • A working avatar
  • Some experience with Unity

Process

  1. With your Unity project open, right-click on your avatar's root node in the scene hierarchy.
  2. Select Create Empty from the context menu.
  3. Rename the new empty GameObject to Fly or something similar.
  4. Right-click Fly in the hierarchy.
  5. Select 3D Object > Cube.
  6. Select your new Cube in the hierarchy.
  7. In the Inspector, set the scale of Cube to:
    • X: 2
    • Y: 0.4
    • Z: 5
  8. Set the rotation of the X axis to -30.
  9. Disable the Mesh Renderer.
  10. Make sure Box Collider is enabled. Leave it at default settings.

Your cube should now look like this:

Ready for take-off.
Ready for take-off.

However, you will want to toggle this ability with a gesture or emote, otherwise you will always be in "flight mode". You will want to toggle the Fly node we made earlier.

Inclined Plane Method (Avatar 3.0)

Same method, but with a few tweaks. Currently being tested.

  1. Right-click on your avatar's root node in the scene hierarchy.
  2. Select Create Empty from the context menu.
  3. Rename the new GameObject to Fly or something memorable.
  4. Right-click Fly in the scene hierarchy.
  5. Choose 3D Object > Cube.
    What your scene hierarchy should look like.
    You should now see a Cube under the Fly object.
  6. Select Cube.
  7. In the Inspector tab, set the following:
    • Rotation:
      • X: -15
      • Y: 0
      • Z: 0
    • Scale:
      • X: 2
      • Y: 0.4,
      • Z: 5
  8. Uncheck the checkbox next to Mesh Renderer to disable rendering the cube.
  9. Make sure Box Collider is still checked.

Now you just need to make a toggle for Fly.

References

  1. Rampag3, How to Make a Flying Avatar https://www.youtube.com/watch?v=w28WejN9MMQ