Create Equipment
Create Equipment with the EquipmentSplitterWindow. It is an editor utility that converts one full character prefab into multiple equipment prefabs. Its purpose is to quickly turn a bundled character model (hair, top, pants, shoes, accessories in one rig) into reusable modular equipment items for EquipmentManager.

Why It Exists
Many third-party character assets come as a single prefab with multiple SkinnedMeshRenderer parts. Before they can be equipped modularly, each part usually needs to become its own prefab.
EquipmentSplitterWindow automates this split process so you do not have to manually rebuild each item.
Where To Open
Tools/Character Creator/Create Equipment...
Input and Output
Input:
one character prefab asset (not a scene instance)
Output:
one generated equipment prefab per selected
SkinnedMeshRendererdefault output folder:
Assets/Character Creator Equipment
What Gets Copied Into Each Generated Equipment Prefab
For each selected mesh entry, the tool creates:
a new prefab root GameObject
a reduced bone hierarchy containing only needed bones + ancestors
one
SkinnedMeshRendererwith:same
sharedMeshsame
sharedMaterialsmapped
bones[]mapped
rootBonecopied blendshape weights
copied local bounds and renderer quality settings
If the source prefab has an Animator with a valid avatar, it is copied to the generated prefab root (disabled). This helps EquipmentManager humanoid-role mapping.
Typical Workflow
Open
Equipment Splitter Window.Assign
Character Prefab.Choose output folder.
Review detected mesh list.
Keep/disable rows using checkboxes.
Optionally rename each output prefab name.
Click
Split into X Equipment Prefabs.Add generated prefabs to
EquipmentManagerregistered equipment list.
UI Overview
Source Prefab
Select the character prefab to split
Output Path
Target folder for generated equipment prefabs
Mesh list
Per-SkinnedMeshRenderer include toggle + output name
Select All / Deselect All
Bulk include controls
Split button
Runs generation for all checked entries
Validation and Safety
The tool requires a prefab asset as input.
If the selected prefab has no
SkinnedMeshRenderer, no split entries are produced.Invalid file-name characters in output names are sanitized automatically.
Progress bar is shown during generation.
Scope and Limitations
EquipmentSplitterWindow handles asset splitting only. It does not:
auto-register generated prefabs into
EquipmentManagerauto-assign slot/body-culling/blendshape mapping settings
perform cross-rig fit sculpting or orientation correction
After splitting, continue with:
EquipmentManagerentry setupoptional
Equipment Fit Sculptoroptional
Cross-Rig Toolstuning
Troubleshooting
"Please assign a prefab asset" warning
Scene object assigned instead of prefab asset
Assign a prefab from Project window
No mesh entries appear
Source has no SkinnedMeshRenderer children
Verify prefab content/import
Generated item deforms on other character rigs
Cross-rig mismatch, not a splitter issue
Configure mapping in EquipmentManager and use fit/cross-rig tools
Expected mesh part missing in output
Row was unchecked or renamed unexpectedly
Re-run splitter and include the missing row
Related Docs
EquipmentManager
Equipment Fit Sculptor
Cross-Rig Tools and Troubleshooting
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