Attack on Toys

Attack on Toys

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🔧 Attack on Toys MOD: Basic RULE & 3D & Mod Prefab Copy
By N7T-GAMES
• The Basic Rule how to Mod Attack on Toys to make sure all Mods work independently & working properly.
• Basic Key & Shortcut on how to use 3D Blender and the basic rule of 3D for Modding.
• Easily Copy Mod from (Example Project), so you don't need to create Mod from scratch, just change few things & it's done!
   
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⚑ Basic Attack on Toys Modding - Rule
  • DO NOT change or even move anything from AOT Assets folder

  • If you want to update or add something based on your previous Published Mod Workshop, please UPDATE that Workshop instead of keep re-uploading a new one: To make sure your mod is working correctly, prevent others using obsolete mod, and avoid Duplicated Mod ID issue.

  • Make sure there is no typo and DO NOT change [Prefab Name Category].
    • Example:
    ✔ [TROOP] Rifle Man
    ✘ [SOLDIER] Rifle Man

    ✔ [WEAPON] Assault Rifle
    ✘ [WEP] Assault Rifle

    ❤ Give Credits & List Mod
  • If you are using other people Mods to create your Toy-Box Level Make sure to list them in the Workshop List. To let people know which Mods is required to play your Toy-Box Level! Which is also great way to credit the Modder as well! Use 'Add/Remove Required Items'

    ● DO NOT change any Audio Clip to Streaming



    ● Clone/Copy Example Project Mods
  • You could make a copy of Finished Mods Prefab(Example Project) as your own Mod / Mod Template to easily create your Mod. So you don't need to start from scratch and easily follow the finished Mod Example as a guideline to create your own Mod!
    • Example:
    Example 1. [TROOP] Cowboy Gunslinger ➤ [TROOP] Cowboy Shotgunner
    Example 2. [TROOP] Cowboy Gunslinger ➤ [TROOP] Space Assault Ranger
• Copy and Create A Mod Variant *Workflow Example
• Copy and Create A New Mod Base Template *Workflow Example
• How To Copy and Unpack Mod Prefab


● How To Create Prefab Variant from *Scratch
  • For an example, you want to build [WEAPON] Base[WEAPON] Revolver from scratch, without copying other people Mod. This is how you do it.
    Creating Prefab Variant from Scratch vs 'Ctrl + D' (Clone Variant) is very DIFFERENT.

    IMPORTANT: Using 'Ctrl + D' is making an exact Duplicate/Clone for that object.
    So if you need to build your Mod from Scratch, you will need to Manually create Prefab Variant, so the [WEAPON] Revolver still has connection to the [WEAPON] Base prefab (Black Line Connection in the picture)

• If you want Full Details about how Unity Prefab work, there is a very good clear tutorial that made by Brackeys *SALUTE SOLDIER!!!

    IMPORTANT! Unique ID is REQUIRED!!!
  • IMPORTANT: You will need to remove previous PrefabSourceID 'Prefab Asset Name'. This thing act as your Mod ID, you DO NOT want to use identical ID that might cause other people Mod or your own Mod not working properly. Prefab ID is used for Save/Load Data and also Spawning System, so please be careful, because all Mod need ✔Unique ID and act independently so it doesn't hinder other people Mods.
⚑ Basic Blender 3D - Rule
● 3D - PIVOT
  • All 3D Object Pivot is always at the very BOTTOM CENTER
  • Except for Weapons, their Pivot is on the Hand Grip or at Center
• 3D - How To Pivot

• 3D - Pivot Examples



● 3D - ROTATION ( 0 / 0 / 0 )
  • Make sure all object rotation is facing in forward direction (Like the picture example, the object must be facing in forward direction even when rotation is 0 / 0 / 0)
• 3D - Fix Blender Rotation To Sync Properly With Unity
  • For some odd reason, Blender rotation will give different result inside Unity Engine. This is the only way to fix that rotation issue.

● 3D - SCALE ( 1 / 1 / 1 )
  • You will need to apply Scale to ( 1 / 1 / 1 ), All Prefab Mod Scale must be ( 1 / 1 / 1 ).

● 3D - LOD (View DIstance Quality)
  • All Data LOD Name Must match with respected Level to make sure it's baked properly.
    • Example:
    - Cow (High Quality / LOD0)
    - Cow.001 (Medium Quality / LOD1)
    - Cow.002 (Low Quality / LOD2)

  • High Verts will impact game performance
    • Example For your 3D Model Optimization:
    - M4 Tank Verts: 2,154
    - ArmyMan Soldier Verts: 1,918
    - Assault Rifle Weapon Verts: 700

● 3D - Set Multiple Materials
  • This method very useful for creating Dynamic Nations Color: Green, Tan, Blue, etc.

● 3D - Using Single Material For Multiple Colors
(UV Layout Coloring)
  • It's highly recommended to use this method to Optimize your Mod. With this, you could do multiple color as SINGLE Material. Because using too much Multiple Material will hugely impact game performance.
⚑ Basic Unity 3D - Rule

● Materials Element in All 3D LOD
  • All Materials Element in All 3D LOD Must Match & In The Same Order
  • Using too Much Materials will greatly impact game performance. Recommended to use 3D Blender - UV Layout Coloring

● Soldier 3D - Height Reference
  • You could use this picture or open 3D Model in the Mod Builder as your Soldier Height Reference.
  • Each Toy Category have their own Height & Sizes. To make sure the [ITEM] or [WEAPON] size look match up, especially for [PLAYER] is recommended to follow the example picture above.