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Common Mistakes When Using DynamicSkins
RuneFox237 edited this page Apr 22, 2022
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There are a number of common mistakes that I've found users make when using DynamicSkins. I will try to document all of them and their solutions here.
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Mistake: Using the Prefab from the Scene in the prefab field of a Dynamic Modification
- Solution: Make sure you are using the one from assets. If you are selecting from the target menu, make sure the active tab at the top says Assets.
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Mistake: Having a prefab with invalid naming
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Solution: Some prefab names can cause issues with the DynamicSkins scripts. Make sure your prefabs:
- Don't start with a number i.e. 0-9
- Don't contain a "."
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Mistake: Renaming the prefab in Assets but not the one in Scene.
- Solution: A common occurrence is to use the base of the prefab as the "root" in the dynamicBone script. If you had to rename the Prefab make sure both the prefab in the scene and the prefab in assets have the same name as the dynamicSkins script uses their names as identifiers.
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Mistake: Leaving a DynamicBones Script on the prefab
- Solution: Leaving a dynamicbones script or any other scripts on one of the prefabs you have in the Assets folder may cause issues when the mod is loaded in-game resulting in the mod not working. You can double-click on the prefab in the assets folder to enter a prefab editor where you can remove those scripts.