Here are my links, it would mean a lot to me if you go a head and check them out :3
This mod is a library, it by default comes with no custom cosmetics.
You must have the exact same cosmetics as another person otherwise you or they might we wearing the wrong thing!!
This tutorial will walk you through the step-by-step process of creating and exporting your own custom cosmetics for the game using Blender and Unity.
Before starting, ensure you have the base mod installed. You can download it using your preferred mod manager (like Thunderstore Mod Manager or r2modman) or install it manually.
To ensure your custom 3D model fits perfectly, it is highly recommended to build it around the official reference template.
- Download the template here: https://github.com/AtomicTyler1/Custom-Cosmetics/Crashout-Crew.blend
- Make sure not to export the model if you use this!!!
Unity Hub is required to manage your Unity versions and projects. If you don't have it, download and install it from the official Unity website.
Open Unity Hub, navigate to the Installs tab, and install version 2022.3.10f1. Note: Using the exact version is crucial to avoid compatibility and building errors.
The Unity package manager requires Git to fetch the toolkit. Ensure Git is installed on your system. If not, download it from https://git-scm.com/.
- Open Unity Hub.
- Click New Project.
- Select the URP (Universal Render Pipeline) template.
- Name your project anything you like and click Create project.
Once your project opens, you need to import the official toolkit via Git URL:
- In the top menu, go to Window > Package Manager.
- Click the + (plus) icon in the top-left corner of the Package Manager window.
- Select Add package from git URL...
- Paste the following URL and click Add:
https://github.com/AtomicTyler1/Custom-Cosmetics.git?path=CustomCosmetics
Drag and drop your custom 3D model file (e.g., .fbx or .obj) and its corresponding texture files directly into the Project window (Assets folder) inside Unity.
Drag your model from the Project window into the SampleScene hierarchy. This allows you to verify that the model, textures, and materials are rendering exactly how you want them to look.
- Right-click anywhere in your Project window (Assets folder).
- Navigate to Create > Custom Cosmetics > Cosmetic Definition.
Give the newly created Cosmetic Definition file a recognizable name.
Select the Cosmetic Definition asset and look at the Inspector window on the right:
- Locate the Cosmetic ID field.
- Enter a unique file and internal identifier (e.g.,
atomic-mushroom). Use lowercase letters and hyphens for best practice.
In the Inspector, you will see slots for Head, Body, and Face:
- Drag your model from the Project asset folder into the slot corresponding to where it belongs on the character.
- Note: You do not need to fill all three slots. Only use multiple slots if you are creating a complex, multi-part cosmetic.
With your Cosmetic Definition asset selected, click the Build Cosmetic button in the Inspector. This will compile your asset and output the final file, typically to your desktop.
Locate the generated cosmetic file on your desktop and drag it into your game's BepInEx/plugins folder.
To easily adjust the cosmetic position in-game:
- Go to your game directory and open
BepInEx/config/com.atomic.customcostics.cfgusing a text editor. - Locate the line
"Cosmetic Dev Tools"and change its value totrue. - Save and close the file.
Start up the game and navigate to the cosmetics menu.
Find your new item in the menu list.
If you select your cosmetic and cannot see it, it is likely because the 3D model scale is far too large.
- Fix: Use the developer tools overlay to change the scale to
0.02on the X, Y, and Z axes.
Use the in-game developer tools to adjust the item. You can click directly into the position, rotation, and scale boxes and type values manually to align it perfectly with the character model.
Once you are happy with how the cosmetic looks in-game, write down or copy the final transformation values.
- Return to your Unity project.
- Select your Cosmetic Definition asset.
- In the corresponding slot configuration (Head/Body/Face), manually change the Position, Rotation, and Scale fields to match EXACTLY what worked in the in-game dev tools.
- Re-click Build Cosmetic to generate the final, perfectly aligned version.
- Do one final check to make sure it is spot on
Package your completed cosmetic file along with a manifest.json, icon.png, and README.md, and upload your new mod to Thunderstore for the community to enjoy!
