helmet-battleCreate 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 SkinnedMeshRenderer

  • default 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 SkinnedMeshRenderer with:

    • same sharedMesh

    • same sharedMaterials

    • mapped bones[]

    • mapped rootBone

    • copied 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

  1. Open Equipment Splitter Window.

  2. Assign Character Prefab.

  3. Choose output folder.

  4. Review detected mesh list.

  5. Keep/disable rows using checkboxes.

  6. Optionally rename each output prefab name.

  7. Click Split into X Equipment Prefabs.

  8. Add generated prefabs to EquipmentManager registered equipment list.

UI Overview

Section
Purpose

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 EquipmentManager

  • auto-assign slot/body-culling/blendshape mapping settings

  • perform cross-rig fit sculpting or orientation correction

After splitting, continue with:

  • EquipmentManager entry setup

  • optional Equipment Fit Sculptor

  • optional Cross-Rig Tools tuning

Troubleshooting

Problem
Likely Cause
Fix

"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

  • EquipmentManager

  • Equipment Fit Sculptor

  • Cross-Rig Tools and Troubleshooting

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