Author Topic: SGSK - How do I setup a new ship model?  (Read 4086 times)

JLiles

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SGSK - How do I setup a new ship model?
« on: April 06, 2013, 07:24:46 PM »
I'm trying to change the spaceship model for my project to replace the SGSK spaceship model (it is lovely, but I'd prefer to use my own)

I have my own Spaceship model that I'd like to use, however, creating a prefab that works properly is proving to be difficult.  I tried dragging the existing Spaceship prefab into the scene, copying all the gameobjects from it into my own Spaceship gameobject, then manually adding all of the components present on the SGSK spaceship prefab and setting the properties to match.

I then manually rearranged the position of all the thrusters and weapon gameobjects in my Spaceship and dragged it back into my project hierarchy to create a prefab from it, I placed the new prefab into the spawnpoint's prefab property.

I am able to successfully spawn with my spaceship model, the weapons work, and the attached lights work; however I am getting console errors from ShipThrusterEmitter.Update() because it seems that mEmitter is null.

It also seems that the maneuvering and rotational force is less than the SGSK Spaceship prefab, as my ship rotates slower and maneuvers slower.

Am I missing some fundamental Unity concept and doing this the hard way, or am I simply missing a step somewhere?

ArenMook

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Re: SGSK - How do I setup a new ship model?
« Reply #1 on: April 06, 2013, 11:04:23 PM »
As I recall there are two spaceships... Spaceship prefab is the old one, made out of boxes. The actual ship that you see flying in-game is a different prefab. That's the prefab you need to update. Drag it into the scene, delete the renderer, drag your own renderer in there, adjust the position of the thrusters and hit Apply to update the prefab.

JLiles

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Re: SGSK - How do I setup a new ship model?
« Reply #2 on: April 06, 2013, 11:39:43 PM »
Thank you, that was exactly what I needed.