👕 Costumes
Adding Costumes
Costumes are added by inserting prefixed image files into ./Assets
.
Prefixes
arms_elbow_pad
arms_flesh
arms_glove
arms_material
arms_wristband
body_collar
body_flesh_female
body_flesh_male
body_material
body_pattern
face_beard
face_female
face_male
face_mask
hair_shave
hair_texture_solid
hair_texture_transparent
legs_flesh
legs_footwear
legs_kneepad
legs_laces
legs_material
legs_pattern
Metadata
Metadata files can be used to add additional information to assets, e.g. skin tone. Metadata files must be named the same as the asset, but with the .meta
extension. Example: abc.png
and abc.meta
. Meta files must be a newline-separated list of key-value pairs in the format key: value
(space is optional).
The following keys are supported:
Key | Description |
---|---|
skin_tone | The skin tone of the character. Must be formatted as |
Supported Formats
PNG
JPG
JPEG
BMP
TGA
GIF
Meshes
Meshes work similarly to textures, but require an asset bundle to be created through Unity. For more information on how to create asset bundles, see Creating Asset Bundles. The first submesh will be the one affected by the game's mesh color setting. Others must be set manually in the metadata file.
Prefixes
arms_shape
body_shape
face_headwear
face_shape
hair_extension
hair_hairstyle_solid
hair_hairstyle_transparent
legs_shape
Metadata
Metadata files can be used to add additional information to meshes, e.g. mesh color. Metadata files must be named the same as the mesh, but with the .meta
extension. Example: abc
and abc.meta
. Meta files must be a newline-separated list of key-value pairs in the format key: value
(space is optional). The following keys are supported:
Key | Description |
---|---|
scale | The scale of the mesh. Must be formatted as |
position | The position of the mesh. Must be formatted as |
rotation | The rotation of the mesh. Must be formatted as |
submeshXcolor | The color of submesh X. Must be formatted as |