Rig Transplanting

Today was a bit less productive than yesterday. I had a few more tax and banking related errands that chewed up a chunk of my day, so I didn't really get any development done until after lunch. Once I did get started, it was to begin transplanting the rig from my test scene into the ship editor and crew sim prototype.

Transferring assets between Unity projects isn't too hard, once you get the hang of it. I had to remap a few things, make sure folders lined-up, and had one tedious instance of hand-editing the entire hierarchy to use the editor icons I created for bones. But that was done in about half an hour.

The hard part, however, was getting the rig to be updated by scripting instead of hard-coded in the editor. The initial transplant actually worked fine. I could plop the rig into my editor, and see it animate away without having to do much. But if I'm going to want custom part images per crew member (and I do), that means the code has to edit the sprite for each part at runtime. And that seems to be broken at the moment. I basically get an invisible object in my scene when I test the build.

I know the object is there, as I can see it's UI indicator move around. And I can even assign a sprite to it like the other regular ship parts and it renders fine. It's just the child nodes that seem to be invisible. Not sure yet if that's a scale thing, transparency, bad renderer, or maybe they're even oriented wrong? Too many variables to know without diving in.

And that's where I am now. Just about to dive-in and start debugging. However, the end of the day is here, and we have a dinner invite! It's our first shindig with friends in our new city, so we're excited to socialize a bit. Plus, there will be other kids there, so hopefully a good time to be had by all!

Have a good weekend, everyone, and see you Monday!