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  • Contents
  • Setting up for the Attachment

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  1. Sinespace SDK
  2. Avatars

Attachments

PreviousFull Body Replacement Costumes (with custom animations)NextUploading Tattoos

Last updated 1 year ago

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Space has the option to add attachments to your avatar. These can be anything from a sword, to jewellery, even other weapons such as guns, crossbows or shields.

You can also use the attachment option to have your avatar wear certain types of armor such as shoulder pads.

Contents

Setting up for the Attachment

You can make an attachment the same way as any other 3D model you would make and import into Unity, or you can use assets from the Unity Asset Store and import them into Unity to use as your attachment.

Setup your scene

The first thing you want to do is add your avatar skeleton into your unity scene. You can use either the default space avatars or your own avatar.

If you want to have the attachment available to all avatars and for it to look correctly placed, you might to need to repeat these steps a couple of times for each avatar.

Set up the attachment item

When you have the avatar in the scene, you need to also drag the item you are using as an attachment into the scene from your project window.

When it is in the scene, you will want to place the item in the area of the avatar in which it will placed, for example, if you have a necklace as an attachment, place the necklace around the neck.

If you have a sword, place the sword in the hand of the avatar. I have an eyepatch as an example, so I have placed it where an eyepatch would usually sit on the head.

Clothing Settings

With the item selected in the hierarchy, click on Add component in the inspector window and search for Clothing Item Settings. Add this component.

Once this is added, you will see the clothing item settings. For attachments, there are a few things you need to check for the attachment to work correctly.

Fitting

If your item will not be rigged to either a female or male skeleton and can be worn by either, then choose Unisex from the drop-down menu for Skeleton.

Next, since you are setting the item up as an attachment, you would choose Attachment from the drop-down menu for Type.

And finally, you select which slot the item will occupy. Whichever option is closest or most appropriate (and feel free to ask in one of the group chats if you are unsure). For a necklace or scarf you would choose a neck, you would choose head for a hat, and for the eyepatch we will choose face.

Materials

Attachment Setup

On this tab, you will select the bone on the avatar's body that the attachment will be attached to. This will affect the axis or pivot point on the body when the user wears and adjusts how the item is worn, so make sure to choose the bone that makes the most sense for that item. The empty form is pictured below.

You can either click the circular button at the far right and start entering the name of the bone you want to attach to (in this example, head) and you should see it appear on the list below.

Or you can open up the avatar in your project hierarchy until you find the bone you want to use, then just drag that into the slot.

Whichever route you choose, once it's filled out your form should look something like this.

At this point, you click on the Prepare button, and in moments the process will finish and you will see a message underneath "Attach To This Bone" that tells you what it's attached to. If you make a mistake or do not get the results you want, you can change this by repeating the steps above and clicking the Re-Prepare button.

Make the item a prefab

After you have prepared the item, drag the item from your hierarchy into your project window to make it into a prefab. Make sure the prefab is selected for the next step.

Add the Virtual Good component and Uploading the Attachment

To upload the attachment, make sure you have the prefab selected in your Project folder. Scroll down in the Inspector window until you see the Add Component button.

Click on it and Search for Virtual Good and click on the virtual good script to add it.

For attachments, you want to select the Clothing content type under the virtual good script. Fill in all the other details, and when you get to the Category option, choose the appropriate category.

Usually for attachments this will be under the Accessory sub category.

After all the details have been filled in, you can auto submit your attachment to space.

You can follow our guide on how to import 3D meshes.

In the fitting section, you make selections for the type of item you are creating, the skeleton it uses, and the layer and slots it occupies (for more information about layers and slots, see ). First, you need to select the skeleton. If the item is going to be rigged to the avatar and move with the body, then you need to choose the avatar skeleton that the item will be rigged to fit. Note: if you rig an item to a particular skeleton, then the item will only be available for users to buy or wear if they are wearing that avatar skeleton (ie male or female).

Now you must choose a clothing layer. There are 5 to choose from, in order of distance from the skin. SineSpace users can wear one clothing item per layer, per slot on their avatar (for more information about layers and slots, see ). On the eyepatch example, we will use Close Fitting.

On the Materials tab, there is one choice to make. If the item does not have any different color variations (that is, if you are not going to make the item in different colors), then check the "Keep Materials Always" box. If you are planning on doing different color variations, then uncheck the box and see for more information once you have set up and uploaded your main item.

For more information on the virtual good component, see .

1 Setting up for the Attachment
1.1 Setup your scene
1.2 Set up the attachment item
1.3 Clothing Settings
1.3.1 Fitting
1.3.2 Materials
1.3.3 Attachment Setup
1.4 Make the item a prefab
1.5 Add the Virtual Good component and Uploading the Attachment
2 Further Reading
here
this page
this page
this page
this page