AccessoryAttachment
Description
The AccessoryAttachment class is used to attach accessories to character bones. It can automatically attach on start, with options for immediate or delayed attachment.
Namespace
Universe.Character
Properties
| Property | Type | Description |
|---|---|---|
| character | Character | Reference to the character the accessory will be attached to |
| bone | CharacterBone | The bone to attach the accessory to |
| autoAttach | bool | When true, the accessory will automatically attach during start |
| oneFrameLate | bool | When true, the accessory will attach after a slight delay (0.001 seconds) |
| position | vector3 | Local position offset for the attachment |
| rotation | vector3 | Local rotation offset for the attachment |
Methods
OnStart
void OnStart()
Called when the script starts. If autoAttach is true, this will trigger the attachment process.
Attach
void Attach()
Attaches the accessory to the specified character bone with the configured position and rotation offsets.
Example Usage
// Create a helmet accessory attached to the character's head
AccessoryAttachment helmet = new AccessoryAttachment();
helmet.character = playerCharacter;
helmet.bone = CharacterBone.Head;
helmet.position = [0, 0.1, 0]; // Slight upward offset
helmet.rotation = [0, 0, 0];
helmet.autoAttach = true;
Dependencies
- Requires
Universe.Core - Uses
CharacterUtil.AttachAccessory()for the actual attachment logic