Audio source : (play on awake; loop)
Particle System : (start lifetime,rotation,speed,size:(random between 2 constants), gravity modifier; simulation space:world; shape -> shape:edge; emission -> rate over time; velocity over lifetime -> linear; color over lifetime; renderer -> material;)
Universal Renderer Pipeline Asset, 2D Renderer..
Global Volume : new profile-> add override-> post-processing-> bloom (bright)
ANIMATOR:
Controller : Animator controller referring to
Avatar : (for retargeting animations to another character)
Root motion : if true: movement is animation based instead of script based
(e.g.: walking animation makes character move, but it only moves if root motion is on)
Update Mode : Normal : animation depends on time scale
Animate Physics : animation happens in fixed update
(for animation involving physics)
Unscaled Time : not depending on time scale
(for UI)
Culling Mode : Always Animate : animation continues even when
not targeted by camera
Cull Update Transforms : animation stops when not in view,
but it still keeps calculating, so when it will be in
view again the position will be as it continued animating
Cull Completely : when not in camera, stops completely, so when
comes in camera again continues animating from
the point it stopped
TRANSITION:
Solo : if true: this transition is the only playable
Mute : if true: transition disabled
Has Exit Time : if true: a minimum percentage of the current animation has to be completed
in order to perform transition
Exit Time : “the percentage”
Transition Duration : -
Transition Offset : from which part of animation it starts (in percentage)
Interruption Source : if true: can start another transition while this is still happening
COMPONENTS :
(Colliders) :
Direction :
Character Joint :
Edit Joint Angular Limits : constraints for movement
Connected Body : (Rigidbody)
Axis : for rotations
Physics Material :
WINDOW :
Physics Debugger :
Window -> Analysis -> Physics Debugger
Show All : show all
Collision Geometry : colliders
Mouse Select : allow to select colliders by hovering over them
Colors :
Rendering :
Transparency :
[RAGDOLLS] :
-- requires each part of a model/body to have rigidbody, character joint, collider
-- physics material (especially for all parts of limbs and head):
-- for problem when parts glitch through something: set collision detection to continuous
SIMPLE VERSION (JUST FOR HUMANOIDS) :
GameObject -> 3d -> Ragdoll
// fill with model rig parts, mass and it creates joints and colliders