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	<updated>2026-05-15T12:21:55Z</updated>
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	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=Main_Page&amp;diff=768</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=Main_Page&amp;diff=768"/>
		<updated>2026-02-05T19:14:43Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;Welcome to the RPG Creation Kit Documentation.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Latest RPG Creation Kit Version: '''2.0.'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''If you're new to the RPG Creation Kit, see the:''' [[:Category:Getting Started|'''Getting Started''']] '''page.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Newest Tutorials'''&lt;br /&gt;
* [[What's new in the RPG Creation Kit 2|What's New in the RPG Creation Kit 2]]&lt;br /&gt;
*[https://www.youtube.com/watch?v=llO1YsHaPtM &amp;lt;nowiki&amp;gt;[Video by OctoverseStudios] How to Add a New Race in RCK Using Synty Models&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
*[[Converting Materials to HDRP]]&lt;br /&gt;
*[[Creating a New Race]]&lt;br /&gt;
*[[Creating Your First Worldspace]]&lt;br /&gt;
*[[Changing the New Game Starting Location]]&lt;br /&gt;
*[[Creating a New Persistent Reference AI]]&lt;br /&gt;
*[[Creating a New Looting Point]]&lt;br /&gt;
*[[Adding New Animations to NPCs dialogues]]&lt;br /&gt;
*[[Creating a New Creature AI]]&lt;br /&gt;
*[[Creating a New Melee Weapon]]&lt;br /&gt;
*[[Creating a New Armor Item]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Other''' '''Tutorials'''&lt;br /&gt;
&lt;br /&gt;
* [[Items Ownership, Metadata and Stealing]].&lt;br /&gt;
*[[Persistent References]]&lt;br /&gt;
*[[Mutable|Mutables]]&lt;br /&gt;
*[[Interactive Objects]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Special:AllPages|View All Documentation Pages]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Community Made Tutorials'''&lt;br /&gt;
&lt;br /&gt;
The page below contains all the links to videos and articles of tutorials made by the community for the community.&lt;br /&gt;
&lt;br /&gt;
* [[Community Made Tutorials]]&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=What%27s_new_in_the_RPG_Creation_Kit_2&amp;diff=767</id>
		<title>What's new in the RPG Creation Kit 2</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=What%27s_new_in_the_RPG_Creation_Kit_2&amp;diff=767"/>
		<updated>2026-02-05T19:13:19Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: /* Other */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this page you'll find an explanation of the new systems and changes that arrived with the release of the '''RPG Creation Kit 2.0'''.&lt;br /&gt;
&lt;br /&gt;
== Show/Hide Demo Files ==&lt;br /&gt;
[[File:RCK2 1.png|423x423px]]&lt;br /&gt;
&lt;br /&gt;
The first change to the Editor Tools is the addition of a toggle named '''&amp;quot;Show Demo Files?&amp;quot;'''. When toggled on, the respective Editor (such as &amp;quot;Rck Object Viewer&amp;quot;, &amp;quot;Cell View&amp;quot;, &amp;quot;Quests&amp;quot;, &amp;quot;Rck AI Editor&amp;quot;, etc.) will show files related to the Rck Demo. As you can imagine, toggling it off will hide from the lists content related to the demo.&lt;br /&gt;
&lt;br /&gt;
This will be pretty useful when you'll be deep into creating your own content and the Rck items will get in your way as you're trying to find or search for things.&lt;br /&gt;
&lt;br /&gt;
Each asset that can be hidden has now a flag &amp;quot;IS_DEMO_FILE&amp;quot;, that will act as the flag that hides/show results:&lt;br /&gt;
&lt;br /&gt;
[[File:Rck 2.png|400x400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So as you'll make new content it will be enough to disable this flag for your own items.&lt;br /&gt;
&lt;br /&gt;
'''You can also set the default value''' for the '''&amp;quot;Show Demo Files?&amp;quot;''' toggle to be on/off whenever you open your project by going in &amp;quot;''Edit-&amp;gt;Project Settings-RPG Creation Kit''&amp;quot; and setting the value of the toggle there. Setting it off will make sure that whenever you open a window like the &amp;quot;''Rck AI Editor''&amp;quot; the demo files will be set to be hidden by default.&lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 3.png|400x400px]]&lt;br /&gt;
&lt;br /&gt;
== Toolbar Functions ==&lt;br /&gt;
[[File:Rck2 5.png|578x578px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The main toolbar, located in the upper part of the Editor, will now have three more buttons related to the RPG Creation Kit:&lt;br /&gt;
&lt;br /&gt;
* '''Load Last Save:''' allows you to Start playing in the Editor and automatically loads the latest savegame (or autosave) you have. It's an incredibly helpful tool that allows you to quickly jump in game to view your edits.&lt;br /&gt;
* '''Load Last Cell''': does the opposite. It loads the last cell that you've loaded via the Cell View or Cell Map View. It's best used along with the Load Last Save button t.&lt;br /&gt;
* '''Adjust Time Of Day (ToD) Preview:''' is a slider that sets the Time of Day for your selected &amp;quot;Time of Day Sky Material&amp;quot; (set in the Project Settings). It sets the &amp;quot;currentTime&amp;quot; value in the Sky's material and it updates the scene lighting in base of this value. It's useful to preview a Cell (or many cells) in the Editor at any given time of the day.&lt;br /&gt;
&lt;br /&gt;
== Time of Day ==&lt;br /&gt;
The Time of Day feature adds the concept of time inside of the RCK.&lt;br /&gt;
&lt;br /&gt;
Days consist of 24hrs and there's currently no convention for Days/Months/Years, which is something that can be extended from this system.&lt;br /&gt;
&lt;br /&gt;
A GameObject named '''&amp;quot;TimeOfDayManager'''&amp;quot; has been added to the _WorldLoader_ scene, and it has a component with the same name as the Object that is, in fact, the manager of the time system.  &lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 6.png|560x560px]]&lt;br /&gt;
&lt;br /&gt;
* '''Current Time''' [0-24]: explicit the current time of the day. This can be set when the game starts, when a save game loads, and it can be arbitrarily set from other scripts. For example, the script &amp;quot;JustAnotherDeliveryStage10&amp;quot;.&lt;br /&gt;
* '''Hours''' and '''Minutes''': are derived from the Current Time, and they're useful for you to read in order to create dynamic scenarios based on the current time (see next section &amp;quot;''Dynamic Responses to Current Time''&amp;quot;) or to display the current time on the UI.&lt;br /&gt;
* '''Current Time Scale''': dictates ''how quickly'' time passes. The formula that runs on Update is is:&amp;lt;syntaxhighlight lang=&amp;quot;csharp&amp;quot;&amp;gt;&lt;br /&gt;
SetTime(currentTime + (currentTimeScale * Time.deltaTime));&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;A Time Scale of 1 means that one hour passes every second, so for the default value of 0.05, a full day (24hrs) 480 seconds or 8 minutes. You can also set this at runtime whenever you want, although runtime changes are not saved on the save-file (the value you set in the inspector will be loaded when a savegame is loaded).&lt;br /&gt;
*'''Skybox Material''': is a reference to the material that you're using in your world. If you want a different Skybox material you'll have to change this reference (to update it in game) and the reference in Project Settings (to allow the ToD slider to correctly preview the skybox in the editor). In the RCK default configuration there is only one Skybox Material that contains 3 Cubemaps that represent Day, Dusk, Night, that are blended in base of the Current Time Value. You can swap the Skybox Material reference if you want, even during runtime, but you'll also have to do so in the [https://docs.unity3d.com/ScriptReference/RenderSettings-skybox.html RenderSettings].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The next values &amp;quot;Sun &amp;amp; Moon&amp;quot; allows you to fine-control the lighting of your scenes as time passes.&lt;br /&gt;
&lt;br /&gt;
* '''Sun Light:''' is a reference to your main Directional Light (sun) that is also in the _WorldLoader_ scene.&lt;br /&gt;
* '''Sun Color:''' is the sun's color.&lt;br /&gt;
* '''Sun Intensity:''' allows you to set a curve that controls the intensity of the Sun's light as time goes by. So the value at the beginning of the curve would be the sun's intensity at hour 0:00, while the last value is at the very last minute of the day 23:59.&lt;br /&gt;
* '''Ambient Color/Intensity:''' allows you to define gradients that controls the [https://docs.unity3d.com/speedtree-modeler/manual/light-object-reference.html ambience] of your scene at runtime. The gradient is also distributed over the currentTime, so you can have dark ambient settings at night and more light ones during the day.&lt;br /&gt;
* '''Fog Color/Density:''' allows you to do the same but to the fog setting of your scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The values set in here are to be thought as the &amp;quot;default&amp;quot; values.&lt;br /&gt;
&lt;br /&gt;
'''However,''' you probably want control over ambience/fog for '''each [[worldspace]]''' and even for '''each [[cell]]'''.&lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 7.png|475x475px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Worldspace data has also been given these properties, to allow you to customize your worldspaces as you wish.&lt;br /&gt;
&lt;br /&gt;
* '''Global_TOD_ENABLE_SKYBOX_AND_LIGHTING_EDITS:''' if set to true it will mean that the default 'Time of Day Manager' values we've set previously for Ambient/Fog will be '''overridden''' by the Worldspace when the player will be in that worldspace.&lt;br /&gt;
* The rest of the values are the same as explained previously, with some additional tweaks such as fog start/end and modes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The same concept applies for individual Cells:&lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 9.png|581x581px]]&lt;br /&gt;
&lt;br /&gt;
* '''Local_Override_ToD_Setting:''' determines whether to inherit the &amp;lt;code&amp;gt;TOD_ENABLE_SKYBOX_AND_LIGHTING_EDITS&amp;lt;/code&amp;gt; setting from the parent Worldspace or use the local boolean &amp;lt;code&amp;gt;Local_TOD_ENABLE_SKYBOX_AND_LIGHTING_EDITS&amp;lt;/code&amp;gt;  defined on this Cell. If Local_Override is false, &amp;lt;code&amp;gt;Local_TOD_ENABLE_SKYBOX_AND_LIGHTING_EDITS has obviously no effect.&amp;lt;/code&amp;gt;&lt;br /&gt;
* The rest of the values are the same as explained previously.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So the idea is that you would have ambient/fog responsive to the Time of Day (set at a worldspace level) for exterior worlds, and you can decide to override it for interiors (such as always-dark dungeons). But, you can also make interiors (such as houses with windows) whose Ambient lighting responds to time of day.&lt;br /&gt;
&lt;br /&gt;
== Dynamic Responses to Current Time ==&lt;br /&gt;
This whole Time System goes well together with the [[Scripting|Scripting System]] of the RPG Creation Kit and in general with the component-based architecture of Unity.&lt;br /&gt;
&lt;br /&gt;
We can query at anytime the Current Time of day, also as (Hour::Minute) and dynamically make things happen, or prevent things from happening. This allows you to create content that depends on time of day, such as dungeons that are only accessible at night, events that can only happen at a certain time of the day, and this also allows for Dynamic NPCs routines.&lt;br /&gt;
&lt;br /&gt;
In the RCK demo we have 5 examples:&lt;br /&gt;
&lt;br /&gt;
* '''NPCs equip torches at night.''' [RckAI_EquipTorchAtNight.cs]&lt;br /&gt;
* '''Shops in the city close at night.''' [CityInterior_LockShopsAtNight.cs]&lt;br /&gt;
* '''The &amp;quot;Killing Monsters&amp;quot; quest can be only completed during the night (22:00 - 05:00), because the door entrance will be locked during the day''' [Virrihael_LockUnlockVampiresDungeon.cs].&lt;br /&gt;
* '''Merchants in the City simulate stop working at night and simulate going in their houses''' [CityInterior_StallOwnersGoToSleep.cs].&lt;br /&gt;
* '''The windows of the houses in the city will be lit at night''' [CityInterior_TurnHouseLightsOn.cs].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Let's see the NPCs equip torches at night example.&lt;br /&gt;
&lt;br /&gt;
You can attach the '''RckAI_EquipTorchAtNight''' component to any NPC prefab you have. Such as &amp;quot;CityGuard004&amp;quot; shown below.&lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 10.png|537x537px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This component acts as a &amp;quot;manager&amp;quot; or &amp;quot;controller&amp;quot; for the NPC actions that have to depend on time. &lt;br /&gt;
&lt;br /&gt;
The logic for this example is very simple, if the CurrentTime is greater or equal of what we consider the start of the day (dayStartHour), and the CurrentTime is lesser than what we consider the start of the night (nightStartHour), we should not have a torch equipped.&lt;br /&gt;
&lt;br /&gt;
Otherwise, we should equip a torch. This simple logic is present in the script &amp;quot;RckAI_EquipTorchAtNight&amp;quot;, that subscribes to listen to '''OnHourChanges''' event. &lt;br /&gt;
&lt;br /&gt;
So everytime there's an hour change we can run the check to equip/unequip the torch.&amp;lt;syntaxhighlight lang=&amp;quot;csharp&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
public void HandleOnHourChange(int curHour)&lt;br /&gt;
{&lt;br /&gt;
    if (ai == null || ai.equipment == null || ai.isInOfflineMode || !ai.isAlive) &lt;br /&gt;
        return;&lt;br /&gt;
&lt;br /&gt;
    bool isTorchEquipped = ai.equipment.currentTorchInHand != null;&lt;br /&gt;
&lt;br /&gt;
    // Equip torch logic&lt;br /&gt;
    if (curHour &amp;gt;= dayStartHour &amp;amp;&amp;amp; curHour &amp;lt; nightStartHour)&lt;br /&gt;
    {&lt;br /&gt;
        if (isTorchEquipped)&lt;br /&gt;
            ai.equipment.Unequip(EquipmentSlots.LHand);&lt;br /&gt;
    }&lt;br /&gt;
    else if (!isTorchEquipped)&lt;br /&gt;
    {&lt;br /&gt;
        var torch = ai.inventory.GetItem(&amp;quot;ITorch001&amp;quot;);&lt;br /&gt;
        if (torch != null)&lt;br /&gt;
            ai.equipment.Equip(torch);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;You can also subscribe functions to the '''onMinuteChanges''' or '''onTimeChanges''' to have more granular control.&lt;br /&gt;
&lt;br /&gt;
The Scripts are placed on the most suitable GameObject you can think of:&lt;br /&gt;
&lt;br /&gt;
* For RckAI Equip Torch, we place it on the NPC itself.&lt;br /&gt;
* For the Door that has to be locked at night, we could place it on the door itself. In my case I prefer to have a &amp;quot;TIME_DEPENDENT_SCRIPTS&amp;quot; GameObject in each Cell, so it will be attached to that game object.&lt;br /&gt;
* Same thing for both the houses window's light logic and merchants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This idea is the whole foundation to build proper '''NPCs Schedules''', that I wish to create and formalize formalized in dedicated assets in a future update.&lt;br /&gt;
&lt;br /&gt;
== XP, Leveling &amp;amp; New Attributes System ==&lt;br /&gt;
The Attributes System has been reworked to actually influence in-game actions, for both the player, NPCs and Creatures. &lt;br /&gt;
&lt;br /&gt;
In addition to that, XP and Levels are now a thing. The player can earn XP by killing monsters, completing quests or via [[Scripting]], and also [[Events And Consequences|Events &amp;amp; Consequences]]. As you could expect, the player levels up and he's granted attributes points to improve his attributes. RckAI (and derived) also have a level now, that is defined by their attributes (the more the sum of the attributes values, the greater the level) and the level of the AI is used to compute the XP reward on kill.&lt;br /&gt;
&lt;br /&gt;
Let's see how this is managed:&lt;br /&gt;
&lt;br /&gt;
=== Default Values ===&lt;br /&gt;
The first thing that you should know are '''default values.'''&lt;br /&gt;
&lt;br /&gt;
'''For the Player''', these are set in the RckSettings.cs file, under the name of '''&amp;lt;code&amp;gt;PLAYER_ATTRIBUTES_DEFAULT_X&amp;lt;/code&amp;gt;'''where &amp;quot;X&amp;quot; is the attribute short name. By default all values are set to 25. &lt;br /&gt;
&lt;br /&gt;
'''For the AI''' (when created via the RckAI Editor) they will have the values of the attributes of the '''RckAI_Prefab''' (located in your project).&lt;br /&gt;
&lt;br /&gt;
=== Player XP and Level Up ===&lt;br /&gt;
The XP &amp;quot;curve&amp;quot; to level up is defined as a function the '''RckSettings''' file, under the name of &amp;quot;'''GetNextLevelXPValue(uint level)'''&amp;quot;''',''' and stands as the following:&amp;lt;syntaxhighlight lang=&amp;quot;csharp&amp;quot; line=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
// Calculates the XP needed to reach the given level&lt;br /&gt;
public static ulong GetNextLevelXPValue(uint level)&lt;br /&gt;
{&lt;br /&gt;
    ulong xp = level * level * XP_NEXT_LEVEL_SCALING;&lt;br /&gt;
    return xp;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;So the value returned by this function is the '''amount of XP needed for a level up'''. This amount depends on the player's level.&lt;br /&gt;
&lt;br /&gt;
You can of course change and tweak this function as much as you want.&lt;br /&gt;
&lt;br /&gt;
=== Player Attributes Point per level ===&lt;br /&gt;
Regarding the player's level up, the RckSettings also defines these constants you may want to tweak:&amp;lt;syntaxhighlight lang=&amp;quot;csharp&amp;quot;&amp;gt;&lt;br /&gt;
public static float LEVELLING_UP_ALERT_MESSAGE_DURATION = 5;&lt;br /&gt;
public static uint LEVELLING_POINTS_PER_LEVEL = 5; // 5 attributes points per level&lt;br /&gt;
public static bool LEVELLING_LEVEL_2_SKILL_TUTORIAL_ENABLED = true;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== AI Level and XP Awarded On Kill ===&lt;br /&gt;
The AI level is automatically set while you tweak the AI's Attributes in the &amp;quot;RckAI Editor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The level is calculated in base of a constant set in the RckSettings:&amp;lt;syntaxhighlight lang=&amp;quot;csharp&amp;quot;&amp;gt;&lt;br /&gt;
public static uint LEVELLING_AI_ATTRIBUTES_POINTS_PER_LEVEL = 5;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;Every '''LEVELLING_AI_ATTRIBUTES_POINTS_PER_LEVEL''' (value) gave to the AI increases the AI level by 1.&lt;br /&gt;
&lt;br /&gt;
AI Level is then used to calculate XP Reward:&amp;lt;syntaxhighlight lang=&amp;quot;csharp&amp;quot;&amp;gt;&lt;br /&gt;
public static ulong CalculateXPGainedOnAIKill(uint aiLevel)&lt;br /&gt;
{&lt;br /&gt;
    ulong xp = aiLevel * XP_GAINED_ON_AI_KILL_BASE;&lt;br /&gt;
    return xp;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;You can edit &amp;quot;XP_GAINED_ON_KILL_BASE&amp;quot; default value as you wish.&lt;br /&gt;
&lt;br /&gt;
The value returned by this function is also multiplied by the '''XpMultiplier''' that you can set for each AI:&lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 12.png|634x634px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks to the '''Xp Mult''' I was able to tweak the value for all the AI the player would meet in the first tutorial dungeon and make sure that killing everything would gain him exactly 1 level.&lt;br /&gt;
&lt;br /&gt;
=== Derived Attributes ===&lt;br /&gt;
Derived attributes (such as maxHealth, maxMana, etc.) are now effectively derived from the base attributes. For example, Constitution directly affects the max amount of HPs and Willpower affects the max value of Mana.&lt;br /&gt;
&lt;br /&gt;
The formulas are explicited as static functions inside the RckSettings.cs file.&lt;br /&gt;
&lt;br /&gt;
For example, max health is calculated as the following:&amp;lt;syntaxhighlight lang=&amp;quot;csharp&amp;quot;&amp;gt;&lt;br /&gt;
public static float GetMaxHealthCalculation(int attConstitution, int attStrength)&lt;br /&gt;
{&lt;br /&gt;
    float constitutionModifier = 5.25f;&lt;br /&gt;
    float strengthModifier = 0.5f;&lt;br /&gt;
&lt;br /&gt;
    float maxHealth = ATTRIBUTES_DEF_HEALTH + (attConstitution * constitutionModifier) + (attStrength * strengthModifier);&lt;br /&gt;
    return maxHealth;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
'''ATTRIBUTES_DEF_HEALTH''' is by default '''1.0f'''.&lt;br /&gt;
&lt;br /&gt;
There are now a lot of derived attributes, whose definitions are all in the RckSettings file. You can obviously add your own as well.&lt;br /&gt;
&lt;br /&gt;
== Sprint Attacks / Skills ==&lt;br /&gt;
Sprint Attacks were added as an addition to the Combat System.&lt;br /&gt;
&lt;br /&gt;
They are performed while the player sprints and holds the attack button. For the Demo you can perform sprint attacks while being unarmed or while using a one-handed weapon like a sword or a dagger.&lt;br /&gt;
&lt;br /&gt;
Sprint Attacks are defined in the '''Weapon Charged Attacks''' list, inside the WeaponItem:&lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 13.png|558x558px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They should '''always''' stay at Index 1 as the combat system triggers &amp;quot;Attack Type Index 1&amp;quot; on the combination of keys that correspond to &amp;quot;Sprint + Charged Attack&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
'''Is Full Body''': is an addition in the 2.0 version that allows you to setup attacks that override the whole character body, as opposed as only the upperbody.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the same way, you can add new attacks/skills, such as &amp;quot;RIGHT_MOVEMENT + CHARGED_ATTACK&amp;quot; = triggers a specific attack animation.&lt;br /&gt;
&lt;br /&gt;
You can see how the Sprint Attack is triggered in the '''PlayerCombat''' script, under the '''MeleeChargedAttack''' function. In there, by the very same logic, you can create new attacks/skills with different input combinations.&lt;br /&gt;
&lt;br /&gt;
'''Attacks can now have movements properties''', i.e., take over movement. The sprint attack for example locks the player from moving and pushes him forward in conjuction with the animation. This logic is managed by Animation Events put on the FPS version of the animations, you can check the &amp;quot;FPSArms_OneHandedPowerAttackForward&amp;quot; animation to see how it works.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
'''AI Aggro Lines:''' AI can now say voice lines when entering in combat. You can set those in the '''AISounds''' component (located on the AI prefab, es. [AI]BandintInFirstDungeon001-&amp;gt;GFX).&lt;br /&gt;
&lt;br /&gt;
'''Sneak attacks''': when an NPC is not in combat and he doesn't see the player, dealing physical damage (melee, ranged weapons) will result in critical damage. The modifier is calculated in the RckSettings (''GetSneakDamageMultiplier'').&lt;br /&gt;
&lt;br /&gt;
'''Every UI state can be set to pause the game''' '''or not''' (RckSettings flags).&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=What%27s_new_in_the_RPG_Creation_Kit_2&amp;diff=766</id>
		<title>What's new in the RPG Creation Kit 2</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=What%27s_new_in_the_RPG_Creation_Kit_2&amp;diff=766"/>
		<updated>2026-02-05T19:08:23Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: /* Sprint Attacks / Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this page you'll find an explanation of the new systems and changes that arrived with the release of the '''RPG Creation Kit 2.0'''.&lt;br /&gt;
&lt;br /&gt;
== Show/Hide Demo Files ==&lt;br /&gt;
[[File:RCK2 1.png|423x423px]]&lt;br /&gt;
&lt;br /&gt;
The first change to the Editor Tools is the addition of a toggle named '''&amp;quot;Show Demo Files?&amp;quot;'''. When toggled on, the respective Editor (such as &amp;quot;Rck Object Viewer&amp;quot;, &amp;quot;Cell View&amp;quot;, &amp;quot;Quests&amp;quot;, &amp;quot;Rck AI Editor&amp;quot;, etc.) will show files related to the Rck Demo. As you can imagine, toggling it off will hide from the lists content related to the demo.&lt;br /&gt;
&lt;br /&gt;
This will be pretty useful when you'll be deep into creating your own content and the Rck items will get in your way as you're trying to find or search for things.&lt;br /&gt;
&lt;br /&gt;
Each asset that can be hidden has now a flag &amp;quot;IS_DEMO_FILE&amp;quot;, that will act as the flag that hides/show results:&lt;br /&gt;
&lt;br /&gt;
[[File:Rck 2.png|400x400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So as you'll make new content it will be enough to disable this flag for your own items.&lt;br /&gt;
&lt;br /&gt;
'''You can also set the default value''' for the '''&amp;quot;Show Demo Files?&amp;quot;''' toggle to be on/off whenever you open your project by going in &amp;quot;''Edit-&amp;gt;Project Settings-RPG Creation Kit''&amp;quot; and setting the value of the toggle there. Setting it off will make sure that whenever you open a window like the &amp;quot;''Rck AI Editor''&amp;quot; the demo files will be set to be hidden by default.&lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 3.png|400x400px]]&lt;br /&gt;
&lt;br /&gt;
== Toolbar Functions ==&lt;br /&gt;
[[File:Rck2 5.png|578x578px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The main toolbar, located in the upper part of the Editor, will now have three more buttons related to the RPG Creation Kit:&lt;br /&gt;
&lt;br /&gt;
* '''Load Last Save:''' allows you to Start playing in the Editor and automatically loads the latest savegame (or autosave) you have. It's an incredibly helpful tool that allows you to quickly jump in game to view your edits.&lt;br /&gt;
* '''Load Last Cell''': does the opposite. It loads the last cell that you've loaded via the Cell View or Cell Map View. It's best used along with the Load Last Save button t.&lt;br /&gt;
* '''Adjust Time Of Day (ToD) Preview:''' is a slider that sets the Time of Day for your selected &amp;quot;Time of Day Sky Material&amp;quot; (set in the Project Settings). It sets the &amp;quot;currentTime&amp;quot; value in the Sky's material and it updates the scene lighting in base of this value. It's useful to preview a Cell (or many cells) in the Editor at any given time of the day.&lt;br /&gt;
&lt;br /&gt;
== Time of Day ==&lt;br /&gt;
The Time of Day feature adds the concept of time inside of the RCK.&lt;br /&gt;
&lt;br /&gt;
Days consist of 24hrs and there's currently no convention for Days/Months/Years, which is something that can be extended from this system.&lt;br /&gt;
&lt;br /&gt;
A GameObject named '''&amp;quot;TimeOfDayManager'''&amp;quot; has been added to the _WorldLoader_ scene, and it has a component with the same name as the Object that is, in fact, the manager of the time system.  &lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 6.png|560x560px]]&lt;br /&gt;
&lt;br /&gt;
* '''Current Time''' [0-24]: explicit the current time of the day. This can be set when the game starts, when a save game loads, and it can be arbitrarily set from other scripts. For example, the script &amp;quot;JustAnotherDeliveryStage10&amp;quot;.&lt;br /&gt;
* '''Hours''' and '''Minutes''': are derived from the Current Time, and they're useful for you to read in order to create dynamic scenarios based on the current time (see next section &amp;quot;''Dynamic Responses to Current Time''&amp;quot;) or to display the current time on the UI.&lt;br /&gt;
* '''Current Time Scale''': dictates ''how quickly'' time passes. The formula that runs on Update is is:&amp;lt;syntaxhighlight lang=&amp;quot;csharp&amp;quot;&amp;gt;&lt;br /&gt;
SetTime(currentTime + (currentTimeScale * Time.deltaTime));&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;A Time Scale of 1 means that one hour passes every second, so for the default value of 0.05, a full day (24hrs) 480 seconds or 8 minutes. You can also set this at runtime whenever you want, although runtime changes are not saved on the save-file (the value you set in the inspector will be loaded when a savegame is loaded).&lt;br /&gt;
*'''Skybox Material''': is a reference to the material that you're using in your world. If you want a different Skybox material you'll have to change this reference (to update it in game) and the reference in Project Settings (to allow the ToD slider to correctly preview the skybox in the editor). In the RCK default configuration there is only one Skybox Material that contains 3 Cubemaps that represent Day, Dusk, Night, that are blended in base of the Current Time Value. You can swap the Skybox Material reference if you want, even during runtime, but you'll also have to do so in the [https://docs.unity3d.com/ScriptReference/RenderSettings-skybox.html RenderSettings].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The next values &amp;quot;Sun &amp;amp; Moon&amp;quot; allows you to fine-control the lighting of your scenes as time passes.&lt;br /&gt;
&lt;br /&gt;
* '''Sun Light:''' is a reference to your main Directional Light (sun) that is also in the _WorldLoader_ scene.&lt;br /&gt;
* '''Sun Color:''' is the sun's color.&lt;br /&gt;
* '''Sun Intensity:''' allows you to set a curve that controls the intensity of the Sun's light as time goes by. So the value at the beginning of the curve would be the sun's intensity at hour 0:00, while the last value is at the very last minute of the day 23:59.&lt;br /&gt;
* '''Ambient Color/Intensity:''' allows you to define gradients that controls the [https://docs.unity3d.com/speedtree-modeler/manual/light-object-reference.html ambience] of your scene at runtime. The gradient is also distributed over the currentTime, so you can have dark ambient settings at night and more light ones during the day.&lt;br /&gt;
* '''Fog Color/Density:''' allows you to do the same but to the fog setting of your scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The values set in here are to be thought as the &amp;quot;default&amp;quot; values.&lt;br /&gt;
&lt;br /&gt;
'''However,''' you probably want control over ambience/fog for '''each [[worldspace]]''' and even for '''each [[cell]]'''.&lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 7.png|475x475px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Worldspace data has also been given these properties, to allow you to customize your worldspaces as you wish.&lt;br /&gt;
&lt;br /&gt;
* '''Global_TOD_ENABLE_SKYBOX_AND_LIGHTING_EDITS:''' if set to true it will mean that the default 'Time of Day Manager' values we've set previously for Ambient/Fog will be '''overridden''' by the Worldspace when the player will be in that worldspace.&lt;br /&gt;
* The rest of the values are the same as explained previously, with some additional tweaks such as fog start/end and modes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The same concept applies for individual Cells:&lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 9.png|581x581px]]&lt;br /&gt;
&lt;br /&gt;
* '''Local_Override_ToD_Setting:''' determines whether to inherit the &amp;lt;code&amp;gt;TOD_ENABLE_SKYBOX_AND_LIGHTING_EDITS&amp;lt;/code&amp;gt; setting from the parent Worldspace or use the local boolean &amp;lt;code&amp;gt;Local_TOD_ENABLE_SKYBOX_AND_LIGHTING_EDITS&amp;lt;/code&amp;gt;  defined on this Cell. If Local_Override is false, &amp;lt;code&amp;gt;Local_TOD_ENABLE_SKYBOX_AND_LIGHTING_EDITS has obviously no effect.&amp;lt;/code&amp;gt;&lt;br /&gt;
* The rest of the values are the same as explained previously.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So the idea is that you would have ambient/fog responsive to the Time of Day (set at a worldspace level) for exterior worlds, and you can decide to override it for interiors (such as always-dark dungeons). But, you can also make interiors (such as houses with windows) whose Ambient lighting responds to time of day.&lt;br /&gt;
&lt;br /&gt;
== Dynamic Responses to Current Time ==&lt;br /&gt;
This whole Time System goes well together with the [[Scripting|Scripting System]] of the RPG Creation Kit and in general with the component-based architecture of Unity.&lt;br /&gt;
&lt;br /&gt;
We can query at anytime the Current Time of day, also as (Hour::Minute) and dynamically make things happen, or prevent things from happening. This allows you to create content that depends on time of day, such as dungeons that are only accessible at night, events that can only happen at a certain time of the day, and this also allows for Dynamic NPCs routines.&lt;br /&gt;
&lt;br /&gt;
In the RCK demo we have 5 examples:&lt;br /&gt;
&lt;br /&gt;
* '''NPCs equip torches at night.''' [RckAI_EquipTorchAtNight.cs]&lt;br /&gt;
* '''Shops in the city close at night.''' [CityInterior_LockShopsAtNight.cs]&lt;br /&gt;
* '''The &amp;quot;Killing Monsters&amp;quot; quest can be only completed during the night (22:00 - 05:00), because the door entrance will be locked during the day''' [Virrihael_LockUnlockVampiresDungeon.cs].&lt;br /&gt;
* '''Merchants in the City simulate stop working at night and simulate going in their houses''' [CityInterior_StallOwnersGoToSleep.cs].&lt;br /&gt;
* '''The windows of the houses in the city will be lit at night''' [CityInterior_TurnHouseLightsOn.cs].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Let's see the NPCs equip torches at night example.&lt;br /&gt;
&lt;br /&gt;
You can attach the '''RckAI_EquipTorchAtNight''' component to any NPC prefab you have. Such as &amp;quot;CityGuard004&amp;quot; shown below.&lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 10.png|537x537px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This component acts as a &amp;quot;manager&amp;quot; or &amp;quot;controller&amp;quot; for the NPC actions that have to depend on time. &lt;br /&gt;
&lt;br /&gt;
The logic for this example is very simple, if the CurrentTime is greater or equal of what we consider the start of the day (dayStartHour), and the CurrentTime is lesser than what we consider the start of the night (nightStartHour), we should not have a torch equipped.&lt;br /&gt;
&lt;br /&gt;
Otherwise, we should equip a torch. This simple logic is present in the script &amp;quot;RckAI_EquipTorchAtNight&amp;quot;, that subscribes to listen to '''OnHourChanges''' event. &lt;br /&gt;
&lt;br /&gt;
So everytime there's an hour change we can run the check to equip/unequip the torch.&amp;lt;syntaxhighlight lang=&amp;quot;csharp&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
public void HandleOnHourChange(int curHour)&lt;br /&gt;
{&lt;br /&gt;
    if (ai == null || ai.equipment == null || ai.isInOfflineMode || !ai.isAlive) &lt;br /&gt;
        return;&lt;br /&gt;
&lt;br /&gt;
    bool isTorchEquipped = ai.equipment.currentTorchInHand != null;&lt;br /&gt;
&lt;br /&gt;
    // Equip torch logic&lt;br /&gt;
    if (curHour &amp;gt;= dayStartHour &amp;amp;&amp;amp; curHour &amp;lt; nightStartHour)&lt;br /&gt;
    {&lt;br /&gt;
        if (isTorchEquipped)&lt;br /&gt;
            ai.equipment.Unequip(EquipmentSlots.LHand);&lt;br /&gt;
    }&lt;br /&gt;
    else if (!isTorchEquipped)&lt;br /&gt;
    {&lt;br /&gt;
        var torch = ai.inventory.GetItem(&amp;quot;ITorch001&amp;quot;);&lt;br /&gt;
        if (torch != null)&lt;br /&gt;
            ai.equipment.Equip(torch);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;You can also subscribe functions to the '''onMinuteChanges''' or '''onTimeChanges''' to have more granular control.&lt;br /&gt;
&lt;br /&gt;
The Scripts are placed on the most suitable GameObject you can think of:&lt;br /&gt;
&lt;br /&gt;
* For RckAI Equip Torch, we place it on the NPC itself.&lt;br /&gt;
* For the Door that has to be locked at night, we could place it on the door itself. In my case I prefer to have a &amp;quot;TIME_DEPENDENT_SCRIPTS&amp;quot; GameObject in each Cell, so it will be attached to that game object.&lt;br /&gt;
* Same thing for both the houses window's light logic and merchants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This idea is the whole foundation to build proper '''NPCs Schedules''', that I wish to create and formalize formalized in dedicated assets in a future update.&lt;br /&gt;
&lt;br /&gt;
== XP, Leveling &amp;amp; New Attributes System ==&lt;br /&gt;
The Attributes System has been reworked to actually influence in-game actions, for both the player, NPCs and Creatures. &lt;br /&gt;
&lt;br /&gt;
In addition to that, XP and Levels are now a thing. The player can earn XP by killing monsters, completing quests or via [[Scripting]], and also [[Events And Consequences|Events &amp;amp; Consequences]]. As you could expect, the player levels up and he's granted attributes points to improve his attributes. RckAI (and derived) also have a level now, that is defined by their attributes (the more the sum of the attributes values, the greater the level) and the level of the AI is used to compute the XP reward on kill.&lt;br /&gt;
&lt;br /&gt;
Let's see how this is managed:&lt;br /&gt;
&lt;br /&gt;
=== Default Values ===&lt;br /&gt;
The first thing that you should know are '''default values.'''&lt;br /&gt;
&lt;br /&gt;
'''For the Player''', these are set in the RckSettings.cs file, under the name of '''&amp;lt;code&amp;gt;PLAYER_ATTRIBUTES_DEFAULT_X&amp;lt;/code&amp;gt;'''where &amp;quot;X&amp;quot; is the attribute short name. By default all values are set to 25. &lt;br /&gt;
&lt;br /&gt;
'''For the AI''' (when created via the RckAI Editor) they will have the values of the attributes of the '''RckAI_Prefab''' (located in your project).&lt;br /&gt;
&lt;br /&gt;
=== Player XP and Level Up ===&lt;br /&gt;
The XP &amp;quot;curve&amp;quot; to level up is defined as a function the '''RckSettings''' file, under the name of &amp;quot;'''GetNextLevelXPValue(uint level)'''&amp;quot;''',''' and stands as the following:&amp;lt;syntaxhighlight lang=&amp;quot;csharp&amp;quot; line=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
// Calculates the XP needed to reach the given level&lt;br /&gt;
public static ulong GetNextLevelXPValue(uint level)&lt;br /&gt;
{&lt;br /&gt;
    ulong xp = level * level * XP_NEXT_LEVEL_SCALING;&lt;br /&gt;
    return xp;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;So the value returned by this function is the '''amount of XP needed for a level up'''. This amount depends on the player's level.&lt;br /&gt;
&lt;br /&gt;
You can of course change and tweak this function as much as you want.&lt;br /&gt;
&lt;br /&gt;
=== Player Attributes Point per level ===&lt;br /&gt;
Regarding the player's level up, the RckSettings also defines these constants you may want to tweak:&amp;lt;syntaxhighlight lang=&amp;quot;csharp&amp;quot;&amp;gt;&lt;br /&gt;
public static float LEVELLING_UP_ALERT_MESSAGE_DURATION = 5;&lt;br /&gt;
public static uint LEVELLING_POINTS_PER_LEVEL = 5; // 5 attributes points per level&lt;br /&gt;
public static bool LEVELLING_LEVEL_2_SKILL_TUTORIAL_ENABLED = true;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== AI Level and XP Awarded On Kill ===&lt;br /&gt;
The AI level is automatically set while you tweak the AI's Attributes in the &amp;quot;RckAI Editor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The level is calculated in base of a constant set in the RckSettings:&amp;lt;syntaxhighlight lang=&amp;quot;csharp&amp;quot;&amp;gt;&lt;br /&gt;
public static uint LEVELLING_AI_ATTRIBUTES_POINTS_PER_LEVEL = 5;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;Every '''LEVELLING_AI_ATTRIBUTES_POINTS_PER_LEVEL''' (value) gave to the AI increases the AI level by 1.&lt;br /&gt;
&lt;br /&gt;
AI Level is then used to calculate XP Reward:&amp;lt;syntaxhighlight lang=&amp;quot;csharp&amp;quot;&amp;gt;&lt;br /&gt;
public static ulong CalculateXPGainedOnAIKill(uint aiLevel)&lt;br /&gt;
{&lt;br /&gt;
    ulong xp = aiLevel * XP_GAINED_ON_AI_KILL_BASE;&lt;br /&gt;
    return xp;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;You can edit &amp;quot;XP_GAINED_ON_KILL_BASE&amp;quot; default value as you wish.&lt;br /&gt;
&lt;br /&gt;
The value returned by this function is also multiplied by the '''XpMultiplier''' that you can set for each AI:&lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 12.png|634x634px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks to the '''Xp Mult''' I was able to tweak the value for all the AI the player would meet in the first tutorial dungeon and make sure that killing everything would gain him exactly 1 level.&lt;br /&gt;
&lt;br /&gt;
=== Derived Attributes ===&lt;br /&gt;
Derived attributes (such as maxHealth, maxMana, etc.) are now effectively derived from the base attributes. For example, Constitution directly affects the max amount of HPs and Willpower affects the max value of Mana.&lt;br /&gt;
&lt;br /&gt;
The formulas are explicited as static functions inside the RckSettings.cs file.&lt;br /&gt;
&lt;br /&gt;
For example, max health is calculated as the following:&amp;lt;syntaxhighlight lang=&amp;quot;csharp&amp;quot;&amp;gt;&lt;br /&gt;
public static float GetMaxHealthCalculation(int attConstitution, int attStrength)&lt;br /&gt;
{&lt;br /&gt;
    float constitutionModifier = 5.25f;&lt;br /&gt;
    float strengthModifier = 0.5f;&lt;br /&gt;
&lt;br /&gt;
    float maxHealth = ATTRIBUTES_DEF_HEALTH + (attConstitution * constitutionModifier) + (attStrength * strengthModifier);&lt;br /&gt;
    return maxHealth;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
'''ATTRIBUTES_DEF_HEALTH''' is by default '''1.0f'''.&lt;br /&gt;
&lt;br /&gt;
There are now a lot of derived attributes, whose definitions are all in the RckSettings file. You can obviously add your own as well.&lt;br /&gt;
&lt;br /&gt;
== Sprint Attacks / Skills ==&lt;br /&gt;
Sprint Attacks were added as an addition to the Combat System.&lt;br /&gt;
&lt;br /&gt;
They are performed while the player sprints and holds the attack button. For the Demo you can perform sprint attacks while being unarmed or while using a one-handed weapon like a sword or a dagger.&lt;br /&gt;
&lt;br /&gt;
Sprint Attacks are defined in the '''Weapon Charged Attacks''' list, inside the WeaponItem:&lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 13.png|558x558px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They should '''always''' stay at Index 1 as the combat system triggers &amp;quot;Attack Type Index 1&amp;quot; on the combination of keys that correspond to &amp;quot;Sprint + Charged Attack&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
'''Is Full Body''': is an addition in the 2.0 version that allows you to setup attacks that override the whole character body, as opposed as only the upperbody.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the same way, you can add new attacks/skills, such as &amp;quot;RIGHT_MOVEMENT + CHARGED_ATTACK&amp;quot; = triggers a specific attack animation.&lt;br /&gt;
&lt;br /&gt;
You can see how the Sprint Attack is triggered in the '''PlayerCombat''' script, under the '''MeleeChargedAttack''' function. In there, by the very same logic, you can create new attacks/skills with different input combinations.&lt;br /&gt;
&lt;br /&gt;
'''Attacks can now have movements properties''', i.e., take over movement. The sprint attack for example locks the player from moving and pushes him forward in conjuction with the animation. This logic is managed by Animation Events put on the FPS version of the animations, you can check the &amp;quot;FPSArms_OneHandedPowerAttackForward&amp;quot; animation to see how it works.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
AI Aggro Lines&lt;br /&gt;
&lt;br /&gt;
AI Perception Improvements&lt;br /&gt;
&lt;br /&gt;
Sneak attacks&lt;br /&gt;
&lt;br /&gt;
Every UI state can pause the game or not&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Rck2_13.png&amp;diff=765</id>
		<title>File:Rck2 13.png</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Rck2_13.png&amp;diff=765"/>
		<updated>2026-02-05T19:00:13Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;rck2_13&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=What%27s_new_in_the_RPG_Creation_Kit_2&amp;diff=764</id>
		<title>What's new in the RPG Creation Kit 2</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=What%27s_new_in_the_RPG_Creation_Kit_2&amp;diff=764"/>
		<updated>2026-02-05T18:57:57Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: /* Derived Attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this page you'll find an explanation of the new systems and changes that arrived with the release of the '''RPG Creation Kit 2.0'''.&lt;br /&gt;
&lt;br /&gt;
== Show/Hide Demo Files ==&lt;br /&gt;
[[File:RCK2 1.png|423x423px]]&lt;br /&gt;
&lt;br /&gt;
The first change to the Editor Tools is the addition of a toggle named '''&amp;quot;Show Demo Files?&amp;quot;'''. When toggled on, the respective Editor (such as &amp;quot;Rck Object Viewer&amp;quot;, &amp;quot;Cell View&amp;quot;, &amp;quot;Quests&amp;quot;, &amp;quot;Rck AI Editor&amp;quot;, etc.) will show files related to the Rck Demo. As you can imagine, toggling it off will hide from the lists content related to the demo.&lt;br /&gt;
&lt;br /&gt;
This will be pretty useful when you'll be deep into creating your own content and the Rck items will get in your way as you're trying to find or search for things.&lt;br /&gt;
&lt;br /&gt;
Each asset that can be hidden has now a flag &amp;quot;IS_DEMO_FILE&amp;quot;, that will act as the flag that hides/show results:&lt;br /&gt;
&lt;br /&gt;
[[File:Rck 2.png|400x400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So as you'll make new content it will be enough to disable this flag for your own items.&lt;br /&gt;
&lt;br /&gt;
'''You can also set the default value''' for the '''&amp;quot;Show Demo Files?&amp;quot;''' toggle to be on/off whenever you open your project by going in &amp;quot;''Edit-&amp;gt;Project Settings-RPG Creation Kit''&amp;quot; and setting the value of the toggle there. Setting it off will make sure that whenever you open a window like the &amp;quot;''Rck AI Editor''&amp;quot; the demo files will be set to be hidden by default.&lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 3.png|400x400px]]&lt;br /&gt;
&lt;br /&gt;
== Toolbar Functions ==&lt;br /&gt;
[[File:Rck2 5.png|578x578px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The main toolbar, located in the upper part of the Editor, will now have three more buttons related to the RPG Creation Kit:&lt;br /&gt;
&lt;br /&gt;
* '''Load Last Save:''' allows you to Start playing in the Editor and automatically loads the latest savegame (or autosave) you have. It's an incredibly helpful tool that allows you to quickly jump in game to view your edits.&lt;br /&gt;
* '''Load Last Cell''': does the opposite. It loads the last cell that you've loaded via the Cell View or Cell Map View. It's best used along with the Load Last Save button t.&lt;br /&gt;
* '''Adjust Time Of Day (ToD) Preview:''' is a slider that sets the Time of Day for your selected &amp;quot;Time of Day Sky Material&amp;quot; (set in the Project Settings). It sets the &amp;quot;currentTime&amp;quot; value in the Sky's material and it updates the scene lighting in base of this value. It's useful to preview a Cell (or many cells) in the Editor at any given time of the day.&lt;br /&gt;
&lt;br /&gt;
== Time of Day ==&lt;br /&gt;
The Time of Day feature adds the concept of time inside of the RCK.&lt;br /&gt;
&lt;br /&gt;
Days consist of 24hrs and there's currently no convention for Days/Months/Years, which is something that can be extended from this system.&lt;br /&gt;
&lt;br /&gt;
A GameObject named '''&amp;quot;TimeOfDayManager'''&amp;quot; has been added to the _WorldLoader_ scene, and it has a component with the same name as the Object that is, in fact, the manager of the time system.  &lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 6.png|560x560px]]&lt;br /&gt;
&lt;br /&gt;
* '''Current Time''' [0-24]: explicit the current time of the day. This can be set when the game starts, when a save game loads, and it can be arbitrarily set from other scripts. For example, the script &amp;quot;JustAnotherDeliveryStage10&amp;quot;.&lt;br /&gt;
* '''Hours''' and '''Minutes''': are derived from the Current Time, and they're useful for you to read in order to create dynamic scenarios based on the current time (see next section &amp;quot;''Dynamic Responses to Current Time''&amp;quot;) or to display the current time on the UI.&lt;br /&gt;
* '''Current Time Scale''': dictates ''how quickly'' time passes. The formula that runs on Update is is:&amp;lt;syntaxhighlight lang=&amp;quot;csharp&amp;quot;&amp;gt;&lt;br /&gt;
SetTime(currentTime + (currentTimeScale * Time.deltaTime));&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;A Time Scale of 1 means that one hour passes every second, so for the default value of 0.05, a full day (24hrs) 480 seconds or 8 minutes. You can also set this at runtime whenever you want, although runtime changes are not saved on the save-file (the value you set in the inspector will be loaded when a savegame is loaded).&lt;br /&gt;
*'''Skybox Material''': is a reference to the material that you're using in your world. If you want a different Skybox material you'll have to change this reference (to update it in game) and the reference in Project Settings (to allow the ToD slider to correctly preview the skybox in the editor). In the RCK default configuration there is only one Skybox Material that contains 3 Cubemaps that represent Day, Dusk, Night, that are blended in base of the Current Time Value. You can swap the Skybox Material reference if you want, even during runtime, but you'll also have to do so in the [https://docs.unity3d.com/ScriptReference/RenderSettings-skybox.html RenderSettings].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The next values &amp;quot;Sun &amp;amp; Moon&amp;quot; allows you to fine-control the lighting of your scenes as time passes.&lt;br /&gt;
&lt;br /&gt;
* '''Sun Light:''' is a reference to your main Directional Light (sun) that is also in the _WorldLoader_ scene.&lt;br /&gt;
* '''Sun Color:''' is the sun's color.&lt;br /&gt;
* '''Sun Intensity:''' allows you to set a curve that controls the intensity of the Sun's light as time goes by. So the value at the beginning of the curve would be the sun's intensity at hour 0:00, while the last value is at the very last minute of the day 23:59.&lt;br /&gt;
* '''Ambient Color/Intensity:''' allows you to define gradients that controls the [https://docs.unity3d.com/speedtree-modeler/manual/light-object-reference.html ambience] of your scene at runtime. The gradient is also distributed over the currentTime, so you can have dark ambient settings at night and more light ones during the day.&lt;br /&gt;
* '''Fog Color/Density:''' allows you to do the same but to the fog setting of your scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The values set in here are to be thought as the &amp;quot;default&amp;quot; values.&lt;br /&gt;
&lt;br /&gt;
'''However,''' you probably want control over ambience/fog for '''each [[worldspace]]''' and even for '''each [[cell]]'''.&lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 7.png|475x475px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Worldspace data has also been given these properties, to allow you to customize your worldspaces as you wish.&lt;br /&gt;
&lt;br /&gt;
* '''Global_TOD_ENABLE_SKYBOX_AND_LIGHTING_EDITS:''' if set to true it will mean that the default 'Time of Day Manager' values we've set previously for Ambient/Fog will be '''overridden''' by the Worldspace when the player will be in that worldspace.&lt;br /&gt;
* The rest of the values are the same as explained previously, with some additional tweaks such as fog start/end and modes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The same concept applies for individual Cells:&lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 9.png|581x581px]]&lt;br /&gt;
&lt;br /&gt;
* '''Local_Override_ToD_Setting:''' determines whether to inherit the &amp;lt;code&amp;gt;TOD_ENABLE_SKYBOX_AND_LIGHTING_EDITS&amp;lt;/code&amp;gt; setting from the parent Worldspace or use the local boolean &amp;lt;code&amp;gt;Local_TOD_ENABLE_SKYBOX_AND_LIGHTING_EDITS&amp;lt;/code&amp;gt;  defined on this Cell. If Local_Override is false, &amp;lt;code&amp;gt;Local_TOD_ENABLE_SKYBOX_AND_LIGHTING_EDITS has obviously no effect.&amp;lt;/code&amp;gt;&lt;br /&gt;
* The rest of the values are the same as explained previously.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So the idea is that you would have ambient/fog responsive to the Time of Day (set at a worldspace level) for exterior worlds, and you can decide to override it for interiors (such as always-dark dungeons). But, you can also make interiors (such as houses with windows) whose Ambient lighting responds to time of day.&lt;br /&gt;
&lt;br /&gt;
== Dynamic Responses to Current Time ==&lt;br /&gt;
This whole Time System goes well together with the [[Scripting|Scripting System]] of the RPG Creation Kit and in general with the component-based architecture of Unity.&lt;br /&gt;
&lt;br /&gt;
We can query at anytime the Current Time of day, also as (Hour::Minute) and dynamically make things happen, or prevent things from happening. This allows you to create content that depends on time of day, such as dungeons that are only accessible at night, events that can only happen at a certain time of the day, and this also allows for Dynamic NPCs routines.&lt;br /&gt;
&lt;br /&gt;
In the RCK demo we have 5 examples:&lt;br /&gt;
&lt;br /&gt;
* '''NPCs equip torches at night.''' [RckAI_EquipTorchAtNight.cs]&lt;br /&gt;
* '''Shops in the city close at night.''' [CityInterior_LockShopsAtNight.cs]&lt;br /&gt;
* '''The &amp;quot;Killing Monsters&amp;quot; quest can be only completed during the night (22:00 - 05:00), because the door entrance will be locked during the day''' [Virrihael_LockUnlockVampiresDungeon.cs].&lt;br /&gt;
* '''Merchants in the City simulate stop working at night and simulate going in their houses''' [CityInterior_StallOwnersGoToSleep.cs].&lt;br /&gt;
* '''The windows of the houses in the city will be lit at night''' [CityInterior_TurnHouseLightsOn.cs].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Let's see the NPCs equip torches at night example.&lt;br /&gt;
&lt;br /&gt;
You can attach the '''RckAI_EquipTorchAtNight''' component to any NPC prefab you have. Such as &amp;quot;CityGuard004&amp;quot; shown below.&lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 10.png|537x537px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This component acts as a &amp;quot;manager&amp;quot; or &amp;quot;controller&amp;quot; for the NPC actions that have to depend on time. &lt;br /&gt;
&lt;br /&gt;
The logic for this example is very simple, if the CurrentTime is greater or equal of what we consider the start of the day (dayStartHour), and the CurrentTime is lesser than what we consider the start of the night (nightStartHour), we should not have a torch equipped.&lt;br /&gt;
&lt;br /&gt;
Otherwise, we should equip a torch. This simple logic is present in the script &amp;quot;RckAI_EquipTorchAtNight&amp;quot;, that subscribes to listen to '''OnHourChanges''' event. &lt;br /&gt;
&lt;br /&gt;
So everytime there's an hour change we can run the check to equip/unequip the torch.&amp;lt;syntaxhighlight lang=&amp;quot;csharp&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
public void HandleOnHourChange(int curHour)&lt;br /&gt;
{&lt;br /&gt;
    if (ai == null || ai.equipment == null || ai.isInOfflineMode || !ai.isAlive) &lt;br /&gt;
        return;&lt;br /&gt;
&lt;br /&gt;
    bool isTorchEquipped = ai.equipment.currentTorchInHand != null;&lt;br /&gt;
&lt;br /&gt;
    // Equip torch logic&lt;br /&gt;
    if (curHour &amp;gt;= dayStartHour &amp;amp;&amp;amp; curHour &amp;lt; nightStartHour)&lt;br /&gt;
    {&lt;br /&gt;
        if (isTorchEquipped)&lt;br /&gt;
            ai.equipment.Unequip(EquipmentSlots.LHand);&lt;br /&gt;
    }&lt;br /&gt;
    else if (!isTorchEquipped)&lt;br /&gt;
    {&lt;br /&gt;
        var torch = ai.inventory.GetItem(&amp;quot;ITorch001&amp;quot;);&lt;br /&gt;
        if (torch != null)&lt;br /&gt;
            ai.equipment.Equip(torch);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;You can also subscribe functions to the '''onMinuteChanges''' or '''onTimeChanges''' to have more granular control.&lt;br /&gt;
&lt;br /&gt;
The Scripts are placed on the most suitable GameObject you can think of:&lt;br /&gt;
&lt;br /&gt;
* For RckAI Equip Torch, we place it on the NPC itself.&lt;br /&gt;
* For the Door that has to be locked at night, we could place it on the door itself. In my case I prefer to have a &amp;quot;TIME_DEPENDENT_SCRIPTS&amp;quot; GameObject in each Cell, so it will be attached to that game object.&lt;br /&gt;
* Same thing for both the houses window's light logic and merchants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This idea is the whole foundation to build proper '''NPCs Schedules''', that I wish to create and formalize formalized in dedicated assets in a future update.&lt;br /&gt;
&lt;br /&gt;
== XP, Leveling &amp;amp; New Attributes System ==&lt;br /&gt;
The Attributes System has been reworked to actually influence in-game actions, for both the player, NPCs and Creatures. &lt;br /&gt;
&lt;br /&gt;
In addition to that, XP and Levels are now a thing. The player can earn XP by killing monsters, completing quests or via [[Scripting]], and also [[Events And Consequences|Events &amp;amp; Consequences]]. As you could expect, the player levels up and he's granted attributes points to improve his attributes. RckAI (and derived) also have a level now, that is defined by their attributes (the more the sum of the attributes values, the greater the level) and the level of the AI is used to compute the XP reward on kill.&lt;br /&gt;
&lt;br /&gt;
Let's see how this is managed:&lt;br /&gt;
&lt;br /&gt;
=== Default Values ===&lt;br /&gt;
The first thing that you should know are '''default values.'''&lt;br /&gt;
&lt;br /&gt;
'''For the Player''', these are set in the RckSettings.cs file, under the name of '''&amp;lt;code&amp;gt;PLAYER_ATTRIBUTES_DEFAULT_X&amp;lt;/code&amp;gt;'''where &amp;quot;X&amp;quot; is the attribute short name. By default all values are set to 25. &lt;br /&gt;
&lt;br /&gt;
'''For the AI''' (when created via the RckAI Editor) they will have the values of the attributes of the '''RckAI_Prefab''' (located in your project).&lt;br /&gt;
&lt;br /&gt;
=== Player XP and Level Up ===&lt;br /&gt;
The XP &amp;quot;curve&amp;quot; to level up is defined as a function the '''RckSettings''' file, under the name of &amp;quot;'''GetNextLevelXPValue(uint level)'''&amp;quot;''',''' and stands as the following:&amp;lt;syntaxhighlight lang=&amp;quot;csharp&amp;quot; line=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
// Calculates the XP needed to reach the given level&lt;br /&gt;
public static ulong GetNextLevelXPValue(uint level)&lt;br /&gt;
{&lt;br /&gt;
    ulong xp = level * level * XP_NEXT_LEVEL_SCALING;&lt;br /&gt;
    return xp;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;So the value returned by this function is the '''amount of XP needed for a level up'''. This amount depends on the player's level.&lt;br /&gt;
&lt;br /&gt;
You can of course change and tweak this function as much as you want.&lt;br /&gt;
&lt;br /&gt;
=== Player Attributes Point per level ===&lt;br /&gt;
Regarding the player's level up, the RckSettings also defines these constants you may want to tweak:&amp;lt;syntaxhighlight lang=&amp;quot;csharp&amp;quot;&amp;gt;&lt;br /&gt;
public static float LEVELLING_UP_ALERT_MESSAGE_DURATION = 5;&lt;br /&gt;
public static uint LEVELLING_POINTS_PER_LEVEL = 5; // 5 attributes points per level&lt;br /&gt;
public static bool LEVELLING_LEVEL_2_SKILL_TUTORIAL_ENABLED = true;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== AI Level and XP Awarded On Kill ===&lt;br /&gt;
The AI level is automatically set while you tweak the AI's Attributes in the &amp;quot;RckAI Editor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The level is calculated in base of a constant set in the RckSettings:&amp;lt;syntaxhighlight lang=&amp;quot;csharp&amp;quot;&amp;gt;&lt;br /&gt;
public static uint LEVELLING_AI_ATTRIBUTES_POINTS_PER_LEVEL = 5;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;Every '''LEVELLING_AI_ATTRIBUTES_POINTS_PER_LEVEL''' (value) gave to the AI increases the AI level by 1.&lt;br /&gt;
&lt;br /&gt;
AI Level is then used to calculate XP Reward:&amp;lt;syntaxhighlight lang=&amp;quot;csharp&amp;quot;&amp;gt;&lt;br /&gt;
public static ulong CalculateXPGainedOnAIKill(uint aiLevel)&lt;br /&gt;
{&lt;br /&gt;
    ulong xp = aiLevel * XP_GAINED_ON_AI_KILL_BASE;&lt;br /&gt;
    return xp;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;You can edit &amp;quot;XP_GAINED_ON_KILL_BASE&amp;quot; default value as you wish.&lt;br /&gt;
&lt;br /&gt;
The value returned by this function is also multiplied by the '''XpMultiplier''' that you can set for each AI:&lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 12.png|634x634px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks to the '''Xp Mult''' I was able to tweak the value for all the AI the player would meet in the first tutorial dungeon and make sure that killing everything would gain him exactly 1 level.&lt;br /&gt;
&lt;br /&gt;
=== Derived Attributes ===&lt;br /&gt;
Derived attributes (such as maxHealth, maxMana, etc.) are now effectively derived from the base attributes. For example, Constitution directly affects the max amount of HPs and Willpower affects the max value of Mana.&lt;br /&gt;
&lt;br /&gt;
The formulas are explicited as static functions inside the RckSettings.cs file.&lt;br /&gt;
&lt;br /&gt;
For example, max health is calculated as the following:&amp;lt;syntaxhighlight lang=&amp;quot;csharp&amp;quot;&amp;gt;&lt;br /&gt;
public static float GetMaxHealthCalculation(int attConstitution, int attStrength)&lt;br /&gt;
{&lt;br /&gt;
    float constitutionModifier = 5.25f;&lt;br /&gt;
    float strengthModifier = 0.5f;&lt;br /&gt;
&lt;br /&gt;
    float maxHealth = ATTRIBUTES_DEF_HEALTH + (attConstitution * constitutionModifier) + (attStrength * strengthModifier);&lt;br /&gt;
    return maxHealth;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
'''ATTRIBUTES_DEF_HEALTH''' is by default '''1.0f'''.&lt;br /&gt;
&lt;br /&gt;
There are now a lot of derived attributes, whose definitions are all in the RckSettings file. You can obviously add your own as well.&lt;br /&gt;
&lt;br /&gt;
== Sprint Attacks / Skills ==&lt;br /&gt;
&lt;br /&gt;
== Class Selection ==&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
AI Aggro Lines&lt;br /&gt;
&lt;br /&gt;
AI Perception Improvements&lt;br /&gt;
&lt;br /&gt;
Sneak attacks&lt;br /&gt;
&lt;br /&gt;
Every UI state can pause the game or not&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=What%27s_new_in_the_RPG_Creation_Kit_2&amp;diff=763</id>
		<title>What's new in the RPG Creation Kit 2</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=What%27s_new_in_the_RPG_Creation_Kit_2&amp;diff=763"/>
		<updated>2026-02-05T18:54:02Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: /* Other */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this page you'll find an explanation of the new systems and changes that arrived with the release of the '''RPG Creation Kit 2.0'''.&lt;br /&gt;
&lt;br /&gt;
== Show/Hide Demo Files ==&lt;br /&gt;
[[File:RCK2 1.png|423x423px]]&lt;br /&gt;
&lt;br /&gt;
The first change to the Editor Tools is the addition of a toggle named '''&amp;quot;Show Demo Files?&amp;quot;'''. When toggled on, the respective Editor (such as &amp;quot;Rck Object Viewer&amp;quot;, &amp;quot;Cell View&amp;quot;, &amp;quot;Quests&amp;quot;, &amp;quot;Rck AI Editor&amp;quot;, etc.) will show files related to the Rck Demo. As you can imagine, toggling it off will hide from the lists content related to the demo.&lt;br /&gt;
&lt;br /&gt;
This will be pretty useful when you'll be deep into creating your own content and the Rck items will get in your way as you're trying to find or search for things.&lt;br /&gt;
&lt;br /&gt;
Each asset that can be hidden has now a flag &amp;quot;IS_DEMO_FILE&amp;quot;, that will act as the flag that hides/show results:&lt;br /&gt;
&lt;br /&gt;
[[File:Rck 2.png|400x400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So as you'll make new content it will be enough to disable this flag for your own items.&lt;br /&gt;
&lt;br /&gt;
'''You can also set the default value''' for the '''&amp;quot;Show Demo Files?&amp;quot;''' toggle to be on/off whenever you open your project by going in &amp;quot;''Edit-&amp;gt;Project Settings-RPG Creation Kit''&amp;quot; and setting the value of the toggle there. Setting it off will make sure that whenever you open a window like the &amp;quot;''Rck AI Editor''&amp;quot; the demo files will be set to be hidden by default.&lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 3.png|400x400px]]&lt;br /&gt;
&lt;br /&gt;
== Toolbar Functions ==&lt;br /&gt;
[[File:Rck2 5.png|578x578px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The main toolbar, located in the upper part of the Editor, will now have three more buttons related to the RPG Creation Kit:&lt;br /&gt;
&lt;br /&gt;
* '''Load Last Save:''' allows you to Start playing in the Editor and automatically loads the latest savegame (or autosave) you have. It's an incredibly helpful tool that allows you to quickly jump in game to view your edits.&lt;br /&gt;
* '''Load Last Cell''': does the opposite. It loads the last cell that you've loaded via the Cell View or Cell Map View. It's best used along with the Load Last Save button t.&lt;br /&gt;
* '''Adjust Time Of Day (ToD) Preview:''' is a slider that sets the Time of Day for your selected &amp;quot;Time of Day Sky Material&amp;quot; (set in the Project Settings). It sets the &amp;quot;currentTime&amp;quot; value in the Sky's material and it updates the scene lighting in base of this value. It's useful to preview a Cell (or many cells) in the Editor at any given time of the day.&lt;br /&gt;
&lt;br /&gt;
== Time of Day ==&lt;br /&gt;
The Time of Day feature adds the concept of time inside of the RCK.&lt;br /&gt;
&lt;br /&gt;
Days consist of 24hrs and there's currently no convention for Days/Months/Years, which is something that can be extended from this system.&lt;br /&gt;
&lt;br /&gt;
A GameObject named '''&amp;quot;TimeOfDayManager'''&amp;quot; has been added to the _WorldLoader_ scene, and it has a component with the same name as the Object that is, in fact, the manager of the time system.  &lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 6.png|560x560px]]&lt;br /&gt;
&lt;br /&gt;
* '''Current Time''' [0-24]: explicit the current time of the day. This can be set when the game starts, when a save game loads, and it can be arbitrarily set from other scripts. For example, the script &amp;quot;JustAnotherDeliveryStage10&amp;quot;.&lt;br /&gt;
* '''Hours''' and '''Minutes''': are derived from the Current Time, and they're useful for you to read in order to create dynamic scenarios based on the current time (see next section &amp;quot;''Dynamic Responses to Current Time''&amp;quot;) or to display the current time on the UI.&lt;br /&gt;
* '''Current Time Scale''': dictates ''how quickly'' time passes. The formula that runs on Update is is:&amp;lt;syntaxhighlight lang=&amp;quot;csharp&amp;quot;&amp;gt;&lt;br /&gt;
SetTime(currentTime + (currentTimeScale * Time.deltaTime));&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;A Time Scale of 1 means that one hour passes every second, so for the default value of 0.05, a full day (24hrs) 480 seconds or 8 minutes. You can also set this at runtime whenever you want, although runtime changes are not saved on the save-file (the value you set in the inspector will be loaded when a savegame is loaded).&lt;br /&gt;
*'''Skybox Material''': is a reference to the material that you're using in your world. If you want a different Skybox material you'll have to change this reference (to update it in game) and the reference in Project Settings (to allow the ToD slider to correctly preview the skybox in the editor). In the RCK default configuration there is only one Skybox Material that contains 3 Cubemaps that represent Day, Dusk, Night, that are blended in base of the Current Time Value. You can swap the Skybox Material reference if you want, even during runtime, but you'll also have to do so in the [https://docs.unity3d.com/ScriptReference/RenderSettings-skybox.html RenderSettings].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The next values &amp;quot;Sun &amp;amp; Moon&amp;quot; allows you to fine-control the lighting of your scenes as time passes.&lt;br /&gt;
&lt;br /&gt;
* '''Sun Light:''' is a reference to your main Directional Light (sun) that is also in the _WorldLoader_ scene.&lt;br /&gt;
* '''Sun Color:''' is the sun's color.&lt;br /&gt;
* '''Sun Intensity:''' allows you to set a curve that controls the intensity of the Sun's light as time goes by. So the value at the beginning of the curve would be the sun's intensity at hour 0:00, while the last value is at the very last minute of the day 23:59.&lt;br /&gt;
* '''Ambient Color/Intensity:''' allows you to define gradients that controls the [https://docs.unity3d.com/speedtree-modeler/manual/light-object-reference.html ambience] of your scene at runtime. The gradient is also distributed over the currentTime, so you can have dark ambient settings at night and more light ones during the day.&lt;br /&gt;
* '''Fog Color/Density:''' allows you to do the same but to the fog setting of your scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The values set in here are to be thought as the &amp;quot;default&amp;quot; values.&lt;br /&gt;
&lt;br /&gt;
'''However,''' you probably want control over ambience/fog for '''each [[worldspace]]''' and even for '''each [[cell]]'''.&lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 7.png|475x475px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Worldspace data has also been given these properties, to allow you to customize your worldspaces as you wish.&lt;br /&gt;
&lt;br /&gt;
* '''Global_TOD_ENABLE_SKYBOX_AND_LIGHTING_EDITS:''' if set to true it will mean that the default 'Time of Day Manager' values we've set previously for Ambient/Fog will be '''overridden''' by the Worldspace when the player will be in that worldspace.&lt;br /&gt;
* The rest of the values are the same as explained previously, with some additional tweaks such as fog start/end and modes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The same concept applies for individual Cells:&lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 9.png|581x581px]]&lt;br /&gt;
&lt;br /&gt;
* '''Local_Override_ToD_Setting:''' determines whether to inherit the &amp;lt;code&amp;gt;TOD_ENABLE_SKYBOX_AND_LIGHTING_EDITS&amp;lt;/code&amp;gt; setting from the parent Worldspace or use the local boolean &amp;lt;code&amp;gt;Local_TOD_ENABLE_SKYBOX_AND_LIGHTING_EDITS&amp;lt;/code&amp;gt;  defined on this Cell. If Local_Override is false, &amp;lt;code&amp;gt;Local_TOD_ENABLE_SKYBOX_AND_LIGHTING_EDITS has obviously no effect.&amp;lt;/code&amp;gt;&lt;br /&gt;
* The rest of the values are the same as explained previously.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So the idea is that you would have ambient/fog responsive to the Time of Day (set at a worldspace level) for exterior worlds, and you can decide to override it for interiors (such as always-dark dungeons). But, you can also make interiors (such as houses with windows) whose Ambient lighting responds to time of day.&lt;br /&gt;
&lt;br /&gt;
== Dynamic Responses to Current Time ==&lt;br /&gt;
This whole Time System goes well together with the [[Scripting|Scripting System]] of the RPG Creation Kit and in general with the component-based architecture of Unity.&lt;br /&gt;
&lt;br /&gt;
We can query at anytime the Current Time of day, also as (Hour::Minute) and dynamically make things happen, or prevent things from happening. This allows you to create content that depends on time of day, such as dungeons that are only accessible at night, events that can only happen at a certain time of the day, and this also allows for Dynamic NPCs routines.&lt;br /&gt;
&lt;br /&gt;
In the RCK demo we have 5 examples:&lt;br /&gt;
&lt;br /&gt;
* '''NPCs equip torches at night.''' [RckAI_EquipTorchAtNight.cs]&lt;br /&gt;
* '''Shops in the city close at night.''' [CityInterior_LockShopsAtNight.cs]&lt;br /&gt;
* '''The &amp;quot;Killing Monsters&amp;quot; quest can be only completed during the night (22:00 - 05:00), because the door entrance will be locked during the day''' [Virrihael_LockUnlockVampiresDungeon.cs].&lt;br /&gt;
* '''Merchants in the City simulate stop working at night and simulate going in their houses''' [CityInterior_StallOwnersGoToSleep.cs].&lt;br /&gt;
* '''The windows of the houses in the city will be lit at night''' [CityInterior_TurnHouseLightsOn.cs].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Let's see the NPCs equip torches at night example.&lt;br /&gt;
&lt;br /&gt;
You can attach the '''RckAI_EquipTorchAtNight''' component to any NPC prefab you have. Such as &amp;quot;CityGuard004&amp;quot; shown below.&lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 10.png|537x537px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This component acts as a &amp;quot;manager&amp;quot; or &amp;quot;controller&amp;quot; for the NPC actions that have to depend on time. &lt;br /&gt;
&lt;br /&gt;
The logic for this example is very simple, if the CurrentTime is greater or equal of what we consider the start of the day (dayStartHour), and the CurrentTime is lesser than what we consider the start of the night (nightStartHour), we should not have a torch equipped.&lt;br /&gt;
&lt;br /&gt;
Otherwise, we should equip a torch. This simple logic is present in the script &amp;quot;RckAI_EquipTorchAtNight&amp;quot;, that subscribes to listen to '''OnHourChanges''' event. &lt;br /&gt;
&lt;br /&gt;
So everytime there's an hour change we can run the check to equip/unequip the torch.&amp;lt;syntaxhighlight lang=&amp;quot;csharp&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
public void HandleOnHourChange(int curHour)&lt;br /&gt;
{&lt;br /&gt;
    if (ai == null || ai.equipment == null || ai.isInOfflineMode || !ai.isAlive) &lt;br /&gt;
        return;&lt;br /&gt;
&lt;br /&gt;
    bool isTorchEquipped = ai.equipment.currentTorchInHand != null;&lt;br /&gt;
&lt;br /&gt;
    // Equip torch logic&lt;br /&gt;
    if (curHour &amp;gt;= dayStartHour &amp;amp;&amp;amp; curHour &amp;lt; nightStartHour)&lt;br /&gt;
    {&lt;br /&gt;
        if (isTorchEquipped)&lt;br /&gt;
            ai.equipment.Unequip(EquipmentSlots.LHand);&lt;br /&gt;
    }&lt;br /&gt;
    else if (!isTorchEquipped)&lt;br /&gt;
    {&lt;br /&gt;
        var torch = ai.inventory.GetItem(&amp;quot;ITorch001&amp;quot;);&lt;br /&gt;
        if (torch != null)&lt;br /&gt;
            ai.equipment.Equip(torch);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;You can also subscribe functions to the '''onMinuteChanges''' or '''onTimeChanges''' to have more granular control.&lt;br /&gt;
&lt;br /&gt;
The Scripts are placed on the most suitable GameObject you can think of:&lt;br /&gt;
&lt;br /&gt;
* For RckAI Equip Torch, we place it on the NPC itself.&lt;br /&gt;
* For the Door that has to be locked at night, we could place it on the door itself. In my case I prefer to have a &amp;quot;TIME_DEPENDENT_SCRIPTS&amp;quot; GameObject in each Cell, so it will be attached to that game object.&lt;br /&gt;
* Same thing for both the houses window's light logic and merchants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This idea is the whole foundation to build proper '''NPCs Schedules''', that I wish to create and formalize formalized in dedicated assets in a future update.&lt;br /&gt;
&lt;br /&gt;
== XP, Leveling &amp;amp; New Attributes System ==&lt;br /&gt;
The Attributes System has been reworked to actually influence in-game actions, for both the player, NPCs and Creatures. &lt;br /&gt;
&lt;br /&gt;
In addition to that, XP and Levels are now a thing. The player can earn XP by killing monsters, completing quests or via [[Scripting]], and also [[Events And Consequences|Events &amp;amp; Consequences]]. As you could expect, the player levels up and he's granted attributes points to improve his attributes. RckAI (and derived) also have a level now, that is defined by their attributes (the more the sum of the attributes values, the greater the level) and the level of the AI is used to compute the XP reward on kill.&lt;br /&gt;
&lt;br /&gt;
Let's see how this is managed:&lt;br /&gt;
&lt;br /&gt;
=== Default Values ===&lt;br /&gt;
The first thing that you should know are '''default values.'''&lt;br /&gt;
&lt;br /&gt;
'''For the Player''', these are set in the RckSettings.cs file, under the name of '''&amp;lt;code&amp;gt;PLAYER_ATTRIBUTES_DEFAULT_X&amp;lt;/code&amp;gt;'''where &amp;quot;X&amp;quot; is the attribute short name. By default all values are set to 25. &lt;br /&gt;
&lt;br /&gt;
'''For the AI''' (when created via the RckAI Editor) they will have the values of the attributes of the '''RckAI_Prefab''' (located in your project).&lt;br /&gt;
&lt;br /&gt;
=== Player XP and Level Up ===&lt;br /&gt;
The XP &amp;quot;curve&amp;quot; to level up is defined as a function the '''RckSettings''' file, under the name of &amp;quot;'''GetNextLevelXPValue(uint level)'''&amp;quot;''',''' and stands as the following:&amp;lt;syntaxhighlight lang=&amp;quot;csharp&amp;quot; line=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
// Calculates the XP needed to reach the given level&lt;br /&gt;
public static ulong GetNextLevelXPValue(uint level)&lt;br /&gt;
{&lt;br /&gt;
    ulong xp = level * level * XP_NEXT_LEVEL_SCALING;&lt;br /&gt;
    return xp;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;So the value returned by this function is the '''amount of XP needed for a level up'''. This amount depends on the player's level.&lt;br /&gt;
&lt;br /&gt;
You can of course change and tweak this function as much as you want.&lt;br /&gt;
&lt;br /&gt;
=== Player Attributes Point per level ===&lt;br /&gt;
Regarding the player's level up, the RckSettings also defines these constants you may want to tweak:&amp;lt;syntaxhighlight lang=&amp;quot;csharp&amp;quot;&amp;gt;&lt;br /&gt;
public static float LEVELLING_UP_ALERT_MESSAGE_DURATION = 5;&lt;br /&gt;
public static uint LEVELLING_POINTS_PER_LEVEL = 5; // 5 attributes points per level&lt;br /&gt;
public static bool LEVELLING_LEVEL_2_SKILL_TUTORIAL_ENABLED = true;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== AI Level and XP Awarded On Kill ===&lt;br /&gt;
The AI level is automatically set while you tweak the AI's Attributes in the &amp;quot;RckAI Editor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The level is calculated in base of a constant set in the RckSettings:&amp;lt;syntaxhighlight lang=&amp;quot;csharp&amp;quot;&amp;gt;&lt;br /&gt;
public static uint LEVELLING_AI_ATTRIBUTES_POINTS_PER_LEVEL = 5;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;Every '''LEVELLING_AI_ATTRIBUTES_POINTS_PER_LEVEL''' (value) gave to the AI increases the AI level by 1.&lt;br /&gt;
&lt;br /&gt;
AI Level is then used to calculate XP Reward:&amp;lt;syntaxhighlight lang=&amp;quot;csharp&amp;quot;&amp;gt;&lt;br /&gt;
public static ulong CalculateXPGainedOnAIKill(uint aiLevel)&lt;br /&gt;
{&lt;br /&gt;
    ulong xp = aiLevel * XP_GAINED_ON_AI_KILL_BASE;&lt;br /&gt;
    return xp;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;You can edit &amp;quot;XP_GAINED_ON_KILL_BASE&amp;quot; default value as you wish.&lt;br /&gt;
&lt;br /&gt;
The value returned by this function is also multiplied by the '''XpMultiplier''' that you can set for each AI:&lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 12.png|634x634px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks to the '''Xp Mult''' I was able to tweak the value for all the AI the player would meet in the first tutorial dungeon and make sure that killing everything would gain him exactly 1 level.&lt;br /&gt;
&lt;br /&gt;
=== Derived Attributes ===&lt;br /&gt;
Derived attributes (such as maxHealth, maxMana, etc.) are now effectively derived from the base attributes. For example, Constitution directly affects the max amount of HPs and Willpower affects the max value of Mana.&lt;br /&gt;
&lt;br /&gt;
You can look at the '''EntityAttributes.CalculateFromAttributes''' function inside the EntityAttributes.cs script to see how these are applied.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sprint Attacks / Skills ==&lt;br /&gt;
&lt;br /&gt;
== Class Selection ==&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
AI Aggro Lines&lt;br /&gt;
&lt;br /&gt;
AI Perception Improvements&lt;br /&gt;
&lt;br /&gt;
Sneak attacks&lt;br /&gt;
&lt;br /&gt;
Every UI state can pause the game or not&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Rck2_12.png&amp;diff=762</id>
		<title>File:Rck2 12.png</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Rck2_12.png&amp;diff=762"/>
		<updated>2026-02-05T18:52:54Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;rck2_12&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=What%27s_new_in_the_RPG_Creation_Kit_2&amp;diff=761</id>
		<title>What's new in the RPG Creation Kit 2</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=What%27s_new_in_the_RPG_Creation_Kit_2&amp;diff=761"/>
		<updated>2026-02-05T18:23:45Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: /* Dynamic Responses to Current Time */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this page you'll find an explanation of the new systems and changes that arrived with the release of the '''RPG Creation Kit 2.0'''.&lt;br /&gt;
&lt;br /&gt;
== Show/Hide Demo Files ==&lt;br /&gt;
[[File:RCK2 1.png|423x423px]]&lt;br /&gt;
&lt;br /&gt;
The first change to the Editor Tools is the addition of a toggle named '''&amp;quot;Show Demo Files?&amp;quot;'''. When toggled on, the respective Editor (such as &amp;quot;Rck Object Viewer&amp;quot;, &amp;quot;Cell View&amp;quot;, &amp;quot;Quests&amp;quot;, &amp;quot;Rck AI Editor&amp;quot;, etc.) will show files related to the Rck Demo. As you can imagine, toggling it off will hide from the lists content related to the demo.&lt;br /&gt;
&lt;br /&gt;
This will be pretty useful when you'll be deep into creating your own content and the Rck items will get in your way as you're trying to find or search for things.&lt;br /&gt;
&lt;br /&gt;
Each asset that can be hidden has now a flag &amp;quot;IS_DEMO_FILE&amp;quot;, that will act as the flag that hides/show results:&lt;br /&gt;
&lt;br /&gt;
[[File:Rck 2.png|400x400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So as you'll make new content it will be enough to disable this flag for your own items.&lt;br /&gt;
&lt;br /&gt;
'''You can also set the default value''' for the '''&amp;quot;Show Demo Files?&amp;quot;''' toggle to be on/off whenever you open your project by going in &amp;quot;''Edit-&amp;gt;Project Settings-RPG Creation Kit''&amp;quot; and setting the value of the toggle there. Setting it off will make sure that whenever you open a window like the &amp;quot;''Rck AI Editor''&amp;quot; the demo files will be set to be hidden by default.&lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 3.png|400x400px]]&lt;br /&gt;
&lt;br /&gt;
== Toolbar Functions ==&lt;br /&gt;
[[File:Rck2 5.png|578x578px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The main toolbar, located in the upper part of the Editor, will now have three more buttons related to the RPG Creation Kit:&lt;br /&gt;
&lt;br /&gt;
* '''Load Last Save:''' allows you to Start playing in the Editor and automatically loads the latest savegame (or autosave) you have. It's an incredibly helpful tool that allows you to quickly jump in game to view your edits.&lt;br /&gt;
* '''Load Last Cell''': does the opposite. It loads the last cell that you've loaded via the Cell View or Cell Map View. It's best used along with the Load Last Save button t.&lt;br /&gt;
* '''Adjust Time Of Day (ToD) Preview:''' is a slider that sets the Time of Day for your selected &amp;quot;Time of Day Sky Material&amp;quot; (set in the Project Settings). It sets the &amp;quot;currentTime&amp;quot; value in the Sky's material and it updates the scene lighting in base of this value. It's useful to preview a Cell (or many cells) in the Editor at any given time of the day.&lt;br /&gt;
&lt;br /&gt;
== Time of Day ==&lt;br /&gt;
The Time of Day feature adds the concept of time inside of the RCK.&lt;br /&gt;
&lt;br /&gt;
Days consist of 24hrs and there's currently no convention for Days/Months/Years, which is something that can be extended from this system.&lt;br /&gt;
&lt;br /&gt;
A GameObject named '''&amp;quot;TimeOfDayManager'''&amp;quot; has been added to the _WorldLoader_ scene, and it has a component with the same name as the Object that is, in fact, the manager of the time system.  &lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 6.png|560x560px]]&lt;br /&gt;
&lt;br /&gt;
* '''Current Time''' [0-24]: explicit the current time of the day. This can be set when the game starts, when a save game loads, and it can be arbitrarily set from other scripts. For example, the script &amp;quot;JustAnotherDeliveryStage10&amp;quot;.&lt;br /&gt;
* '''Hours''' and '''Minutes''': are derived from the Current Time, and they're useful for you to read in order to create dynamic scenarios based on the current time (see next section &amp;quot;''Dynamic Responses to Current Time''&amp;quot;) or to display the current time on the UI.&lt;br /&gt;
* '''Current Time Scale''': dictates ''how quickly'' time passes. The formula that runs on Update is is:&amp;lt;syntaxhighlight lang=&amp;quot;csharp&amp;quot;&amp;gt;&lt;br /&gt;
SetTime(currentTime + (currentTimeScale * Time.deltaTime));&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;A Time Scale of 1 means that one hour passes every second, so for the default value of 0.05, a full day (24hrs) 480 seconds or 8 minutes. You can also set this at runtime whenever you want, although runtime changes are not saved on the save-file (the value you set in the inspector will be loaded when a savegame is loaded).&lt;br /&gt;
*'''Skybox Material''': is a reference to the material that you're using in your world. If you want a different Skybox material you'll have to change this reference (to update it in game) and the reference in Project Settings (to allow the ToD slider to correctly preview the skybox in the editor). In the RCK default configuration there is only one Skybox Material that contains 3 Cubemaps that represent Day, Dusk, Night, that are blended in base of the Current Time Value. You can swap the Skybox Material reference if you want, even during runtime, but you'll also have to do so in the [https://docs.unity3d.com/ScriptReference/RenderSettings-skybox.html RenderSettings].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The next values &amp;quot;Sun &amp;amp; Moon&amp;quot; allows you to fine-control the lighting of your scenes as time passes.&lt;br /&gt;
&lt;br /&gt;
* '''Sun Light:''' is a reference to your main Directional Light (sun) that is also in the _WorldLoader_ scene.&lt;br /&gt;
* '''Sun Color:''' is the sun's color.&lt;br /&gt;
* '''Sun Intensity:''' allows you to set a curve that controls the intensity of the Sun's light as time goes by. So the value at the beginning of the curve would be the sun's intensity at hour 0:00, while the last value is at the very last minute of the day 23:59.&lt;br /&gt;
* '''Ambient Color/Intensity:''' allows you to define gradients that controls the [https://docs.unity3d.com/speedtree-modeler/manual/light-object-reference.html ambience] of your scene at runtime. The gradient is also distributed over the currentTime, so you can have dark ambient settings at night and more light ones during the day.&lt;br /&gt;
* '''Fog Color/Density:''' allows you to do the same but to the fog setting of your scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The values set in here are to be thought as the &amp;quot;default&amp;quot; values.&lt;br /&gt;
&lt;br /&gt;
'''However,''' you probably want control over ambience/fog for '''each [[worldspace]]''' and even for '''each [[cell]]'''.&lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 7.png|475x475px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Worldspace data has also been given these properties, to allow you to customize your worldspaces as you wish.&lt;br /&gt;
&lt;br /&gt;
* '''Global_TOD_ENABLE_SKYBOX_AND_LIGHTING_EDITS:''' if set to true it will mean that the default 'Time of Day Manager' values we've set previously for Ambient/Fog will be '''overridden''' by the Worldspace when the player will be in that worldspace.&lt;br /&gt;
* The rest of the values are the same as explained previously, with some additional tweaks such as fog start/end and modes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The same concept applies for individual Cells:&lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 9.png|581x581px]]&lt;br /&gt;
&lt;br /&gt;
* '''Local_Override_ToD_Setting:''' determines whether to inherit the &amp;lt;code&amp;gt;TOD_ENABLE_SKYBOX_AND_LIGHTING_EDITS&amp;lt;/code&amp;gt; setting from the parent Worldspace or use the local boolean &amp;lt;code&amp;gt;Local_TOD_ENABLE_SKYBOX_AND_LIGHTING_EDITS&amp;lt;/code&amp;gt;  defined on this Cell. If Local_Override is false, &amp;lt;code&amp;gt;Local_TOD_ENABLE_SKYBOX_AND_LIGHTING_EDITS has obviously no effect.&amp;lt;/code&amp;gt;&lt;br /&gt;
* The rest of the values are the same as explained previously.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So the idea is that you would have ambient/fog responsive to the Time of Day (set at a worldspace level) for exterior worlds, and you can decide to override it for interiors (such as always-dark dungeons). But, you can also make interiors (such as houses with windows) whose Ambient lighting responds to time of day.&lt;br /&gt;
&lt;br /&gt;
== Dynamic Responses to Current Time ==&lt;br /&gt;
This whole Time System goes well together with the [[Scripting|Scripting System]] of the RPG Creation Kit and in general with the component-based architecture of Unity.&lt;br /&gt;
&lt;br /&gt;
We can query at anytime the Current Time of day, also as (Hour::Minute) and dynamically make things happen, or prevent things from happening. This allows you to create content that depends on time of day, such as dungeons that are only accessible at night, events that can only happen at a certain time of the day, and this also allows for Dynamic NPCs routines.&lt;br /&gt;
&lt;br /&gt;
In the RCK demo we have 5 examples:&lt;br /&gt;
&lt;br /&gt;
* '''NPCs equip torches at night.''' [RckAI_EquipTorchAtNight.cs]&lt;br /&gt;
* '''Shops in the city close at night.''' [CityInterior_LockShopsAtNight.cs]&lt;br /&gt;
* '''The &amp;quot;Killing Monsters&amp;quot; quest can be only completed during the night (22:00 - 05:00), because the door entrance will be locked during the day''' [Virrihael_LockUnlockVampiresDungeon.cs].&lt;br /&gt;
* '''Merchants in the City simulate stop working at night and simulate going in their houses''' [CityInterior_StallOwnersGoToSleep.cs].&lt;br /&gt;
* '''The windows of the houses in the city will be lit at night''' [CityInterior_TurnHouseLightsOn.cs].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Let's see the NPCs equip torches at night example.&lt;br /&gt;
&lt;br /&gt;
You can attach the '''RckAI_EquipTorchAtNight''' component to any NPC prefab you have. Such as &amp;quot;CityGuard004&amp;quot; shown below.&lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 10.png|537x537px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This component acts as a &amp;quot;manager&amp;quot; or &amp;quot;controller&amp;quot; for the NPC actions that have to depend on time. &lt;br /&gt;
&lt;br /&gt;
The logic for this example is very simple, if the CurrentTime is greater or equal of what we consider the start of the day (dayStartHour), and the CurrentTime is lesser than what we consider the start of the night (nightStartHour), we should not have a torch equipped.&lt;br /&gt;
&lt;br /&gt;
Otherwise, we should equip a torch. This simple logic is present in the script &amp;quot;RckAI_EquipTorchAtNight&amp;quot;, that subscribes to listen to '''OnHourChanges''' event. &lt;br /&gt;
&lt;br /&gt;
So everytime there's an hour change we can run the check to equip/unequip the torch.&amp;lt;syntaxhighlight lang=&amp;quot;csharp&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
public void HandleOnHourChange(int curHour)&lt;br /&gt;
{&lt;br /&gt;
    if (ai == null || ai.equipment == null || ai.isInOfflineMode || !ai.isAlive) &lt;br /&gt;
        return;&lt;br /&gt;
&lt;br /&gt;
    bool isTorchEquipped = ai.equipment.currentTorchInHand != null;&lt;br /&gt;
&lt;br /&gt;
    // Equip torch logic&lt;br /&gt;
    if (curHour &amp;gt;= dayStartHour &amp;amp;&amp;amp; curHour &amp;lt; nightStartHour)&lt;br /&gt;
    {&lt;br /&gt;
        if (isTorchEquipped)&lt;br /&gt;
            ai.equipment.Unequip(EquipmentSlots.LHand);&lt;br /&gt;
    }&lt;br /&gt;
    else if (!isTorchEquipped)&lt;br /&gt;
    {&lt;br /&gt;
        var torch = ai.inventory.GetItem(&amp;quot;ITorch001&amp;quot;);&lt;br /&gt;
        if (torch != null)&lt;br /&gt;
            ai.equipment.Equip(torch);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;You can also subscribe functions to the '''onMinuteChanges''' or '''onTimeChanges''' to have more granular control.&lt;br /&gt;
&lt;br /&gt;
The Scripts are placed on the most suitable GameObject you can think of:&lt;br /&gt;
&lt;br /&gt;
* For RckAI Equip Torch, we place it on the NPC itself.&lt;br /&gt;
* For the Door that has to be locked at night, we could place it on the door itself. In my case I prefer to have a &amp;quot;TIME_DEPENDENT_SCRIPTS&amp;quot; GameObject in each Cell, so it will be attached to that game object.&lt;br /&gt;
* Same thing for both the houses window's light logic and merchants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This idea is the whole foundation to build proper '''NPCs Schedules''', that I wish to create and formalize formalized in dedicated assets in a future update.&lt;br /&gt;
&lt;br /&gt;
== XP, Leveling &amp;amp; New Attributes System ==&lt;br /&gt;
&lt;br /&gt;
== Sprint Attacks / Skills ==&lt;br /&gt;
&lt;br /&gt;
== Class Selection ==&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
AI Aggro Lines&lt;br /&gt;
&lt;br /&gt;
AI Perception Improvements&lt;br /&gt;
&lt;br /&gt;
Sneak attacks&lt;br /&gt;
&lt;br /&gt;
Every UI state can pause the game or not&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Rck2_10.png&amp;diff=760</id>
		<title>File:Rck2 10.png</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Rck2_10.png&amp;diff=760"/>
		<updated>2026-02-05T18:09:38Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;rck2_10&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=What%27s_new_in_the_RPG_Creation_Kit_2&amp;diff=759</id>
		<title>What's new in the RPG Creation Kit 2</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=What%27s_new_in_the_RPG_Creation_Kit_2&amp;diff=759"/>
		<updated>2026-02-05T18:04:03Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this page you'll find an explanation of the new systems and changes that arrived with the release of the '''RPG Creation Kit 2.0'''.&lt;br /&gt;
&lt;br /&gt;
== Show/Hide Demo Files ==&lt;br /&gt;
[[File:RCK2 1.png|423x423px]]&lt;br /&gt;
&lt;br /&gt;
The first change to the Editor Tools is the addition of a toggle named '''&amp;quot;Show Demo Files?&amp;quot;'''. When toggled on, the respective Editor (such as &amp;quot;Rck Object Viewer&amp;quot;, &amp;quot;Cell View&amp;quot;, &amp;quot;Quests&amp;quot;, &amp;quot;Rck AI Editor&amp;quot;, etc.) will show files related to the Rck Demo. As you can imagine, toggling it off will hide from the lists content related to the demo.&lt;br /&gt;
&lt;br /&gt;
This will be pretty useful when you'll be deep into creating your own content and the Rck items will get in your way as you're trying to find or search for things.&lt;br /&gt;
&lt;br /&gt;
Each asset that can be hidden has now a flag &amp;quot;IS_DEMO_FILE&amp;quot;, that will act as the flag that hides/show results:&lt;br /&gt;
&lt;br /&gt;
[[File:Rck 2.png|400x400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So as you'll make new content it will be enough to disable this flag for your own items.&lt;br /&gt;
&lt;br /&gt;
'''You can also set the default value''' for the '''&amp;quot;Show Demo Files?&amp;quot;''' toggle to be on/off whenever you open your project by going in &amp;quot;''Edit-&amp;gt;Project Settings-RPG Creation Kit''&amp;quot; and setting the value of the toggle there. Setting it off will make sure that whenever you open a window like the &amp;quot;''Rck AI Editor''&amp;quot; the demo files will be set to be hidden by default.&lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 3.png|400x400px]]&lt;br /&gt;
&lt;br /&gt;
== Toolbar Functions ==&lt;br /&gt;
[[File:Rck2 5.png|578x578px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The main toolbar, located in the upper part of the Editor, will now have three more buttons related to the RPG Creation Kit:&lt;br /&gt;
&lt;br /&gt;
* '''Load Last Save:''' allows you to Start playing in the Editor and automatically loads the latest savegame (or autosave) you have. It's an incredibly helpful tool that allows you to quickly jump in game to view your edits.&lt;br /&gt;
* '''Load Last Cell''': does the opposite. It loads the last cell that you've loaded via the Cell View or Cell Map View. It's best used along with the Load Last Save button t.&lt;br /&gt;
* '''Adjust Time Of Day (ToD) Preview:''' is a slider that sets the Time of Day for your selected &amp;quot;Time of Day Sky Material&amp;quot; (set in the Project Settings). It sets the &amp;quot;currentTime&amp;quot; value in the Sky's material and it updates the scene lighting in base of this value. It's useful to preview a Cell (or many cells) in the Editor at any given time of the day.&lt;br /&gt;
&lt;br /&gt;
== Time of Day ==&lt;br /&gt;
The Time of Day feature adds the concept of time inside of the RCK.&lt;br /&gt;
&lt;br /&gt;
Days consist of 24hrs and there's currently no convention for Days/Months/Years, which is something that can be extended from this system.&lt;br /&gt;
&lt;br /&gt;
A GameObject named '''&amp;quot;TimeOfDayManager'''&amp;quot; has been added to the _WorldLoader_ scene, and it has a component with the same name as the Object that is, in fact, the manager of the time system.  &lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 6.png|560x560px]]&lt;br /&gt;
&lt;br /&gt;
* '''Current Time''' [0-24]: explicit the current time of the day. This can be set when the game starts, when a save game loads, and it can be arbitrarily set from other scripts. For example, the script &amp;quot;JustAnotherDeliveryStage10&amp;quot;.&lt;br /&gt;
* '''Hours''' and '''Minutes''': are derived from the Current Time, and they're useful for you to read in order to create dynamic scenarios based on the current time (see next section &amp;quot;''Dynamic Responses to Current Time''&amp;quot;) or to display the current time on the UI.&lt;br /&gt;
* '''Current Time Scale''': dictates ''how quickly'' time passes. The formula that runs on Update is is:&amp;lt;syntaxhighlight lang=&amp;quot;csharp&amp;quot;&amp;gt;&lt;br /&gt;
SetTime(currentTime + (currentTimeScale * Time.deltaTime));&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;A Time Scale of 1 means that one hour passes every second, so for the default value of 0.05, a full day (24hrs) 480 seconds or 8 minutes. You can also set this at runtime whenever you want, although runtime changes are not saved on the save-file (the value you set in the inspector will be loaded when a savegame is loaded).&lt;br /&gt;
*'''Skybox Material''': is a reference to the material that you're using in your world. If you want a different Skybox material you'll have to change this reference (to update it in game) and the reference in Project Settings (to allow the ToD slider to correctly preview the skybox in the editor). In the RCK default configuration there is only one Skybox Material that contains 3 Cubemaps that represent Day, Dusk, Night, that are blended in base of the Current Time Value. You can swap the Skybox Material reference if you want, even during runtime, but you'll also have to do so in the [https://docs.unity3d.com/ScriptReference/RenderSettings-skybox.html RenderSettings].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The next values &amp;quot;Sun &amp;amp; Moon&amp;quot; allows you to fine-control the lighting of your scenes as time passes.&lt;br /&gt;
&lt;br /&gt;
* '''Sun Light:''' is a reference to your main Directional Light (sun) that is also in the _WorldLoader_ scene.&lt;br /&gt;
* '''Sun Color:''' is the sun's color.&lt;br /&gt;
* '''Sun Intensity:''' allows you to set a curve that controls the intensity of the Sun's light as time goes by. So the value at the beginning of the curve would be the sun's intensity at hour 0:00, while the last value is at the very last minute of the day 23:59.&lt;br /&gt;
* '''Ambient Color/Intensity:''' allows you to define gradients that controls the [https://docs.unity3d.com/speedtree-modeler/manual/light-object-reference.html ambience] of your scene at runtime. The gradient is also distributed over the currentTime, so you can have dark ambient settings at night and more light ones during the day.&lt;br /&gt;
* '''Fog Color/Density:''' allows you to do the same but to the fog setting of your scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The values set in here are to be thought as the &amp;quot;default&amp;quot; values.&lt;br /&gt;
&lt;br /&gt;
'''However,''' you probably want control over ambience/fog for '''each [[worldspace]]''' and even for '''each [[cell]]'''.&lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 7.png|475x475px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Worldspace data has also been given these properties, to allow you to customize your worldspaces as you wish.&lt;br /&gt;
&lt;br /&gt;
* '''Global_TOD_ENABLE_SKYBOX_AND_LIGHTING_EDITS:''' if set to true it will mean that the default 'Time of Day Manager' values we've set previously for Ambient/Fog will be '''overridden''' by the Worldspace when the player will be in that worldspace.&lt;br /&gt;
* The rest of the values are the same as explained previously, with some additional tweaks such as fog start/end and modes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The same concept applies for individual Cells:&lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 9.png|581x581px]]&lt;br /&gt;
&lt;br /&gt;
* '''Local_Override_ToD_Setting:''' determines whether to inherit the &amp;lt;code&amp;gt;TOD_ENABLE_SKYBOX_AND_LIGHTING_EDITS&amp;lt;/code&amp;gt; setting from the parent Worldspace or use the local boolean &amp;lt;code&amp;gt;Local_TOD_ENABLE_SKYBOX_AND_LIGHTING_EDITS&amp;lt;/code&amp;gt;  defined on this Cell. If Local_Override is false, &amp;lt;code&amp;gt;Local_TOD_ENABLE_SKYBOX_AND_LIGHTING_EDITS has obviously no effect.&amp;lt;/code&amp;gt;&lt;br /&gt;
* The rest of the values are the same as explained previously.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So the idea is that you would have ambient/fog responsive to the Time of Day (set at a worldspace level) for exterior worlds, and you can decide to override it for interiors (such as always-dark dungeons). But, you can also make interiors (such as houses with windows) whose Ambient lighting responds to time of day.&lt;br /&gt;
&lt;br /&gt;
== Dynamic Responses to Current Time ==&lt;br /&gt;
== XP, Leveling &amp;amp; New Attributes System ==&lt;br /&gt;
== Sprint Attacks / Skills ==&lt;br /&gt;
&lt;br /&gt;
== Class Selection ==&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
AI Aggro Lines&lt;br /&gt;
&lt;br /&gt;
AI Perception Improvements&lt;br /&gt;
&lt;br /&gt;
Sneak attacks&lt;br /&gt;
&lt;br /&gt;
Every UI state can pause the game or not&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Rck2_9.png&amp;diff=758</id>
		<title>File:Rck2 9.png</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Rck2_9.png&amp;diff=758"/>
		<updated>2026-02-05T17:56:58Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;rck2_9&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Rck2_8.png&amp;diff=757</id>
		<title>File:Rck2 8.png</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Rck2_8.png&amp;diff=757"/>
		<updated>2026-02-05T17:51:42Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;rck2_8&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=What%27s_new_in_the_RPG_Creation_Kit_2&amp;diff=756</id>
		<title>What's new in the RPG Creation Kit 2</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=What%27s_new_in_the_RPG_Creation_Kit_2&amp;diff=756"/>
		<updated>2026-02-05T17:51:19Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this page you'll find an explanation of the new systems and changes that arrived with the release of the '''RPG Creation Kit 2.0'''.&lt;br /&gt;
&lt;br /&gt;
== Show/Hide Demo Files ==&lt;br /&gt;
[[File:RCK2 1.png|423x423px]]&lt;br /&gt;
&lt;br /&gt;
The first change to the Editor Tools is the addition of a toggle named '''&amp;quot;Show Demo Files?&amp;quot;'''. When toggled on, the respective Editor (such as &amp;quot;Rck Object Viewer&amp;quot;, &amp;quot;Cell View&amp;quot;, &amp;quot;Quests&amp;quot;, &amp;quot;Rck AI Editor&amp;quot;, etc.) will show files related to the Rck Demo. As you can imagine, toggling it off will hide from the lists content related to the demo.&lt;br /&gt;
&lt;br /&gt;
This will be pretty useful when you'll be deep into creating your own content and the Rck items will get in your way as you're trying to find or search for things.&lt;br /&gt;
&lt;br /&gt;
Each asset that can be hidden has now a flag &amp;quot;IS_DEMO_FILE&amp;quot;, that will act as the flag that hides/show results:&lt;br /&gt;
&lt;br /&gt;
[[File:Rck 2.png|400x400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So as you'll make new content it will be enough to disable this flag for your own items.&lt;br /&gt;
&lt;br /&gt;
'''You can also set the default value''' for the '''&amp;quot;Show Demo Files?&amp;quot;''' toggle to be on/off whenever you open your project by going in &amp;quot;''Edit-&amp;gt;Project Settings-RPG Creation Kit''&amp;quot; and setting the value of the toggle there. Setting it off will make sure that whenever you open a window like the &amp;quot;''Rck AI Editor''&amp;quot; the demo files will be set to be hidden by default.&lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 3.png|400x400px]]&lt;br /&gt;
&lt;br /&gt;
== Toolbar Functions ==&lt;br /&gt;
[[File:Rck2 5.png|578x578px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The main toolbar, located in the upper part of the Editor, will now have three more buttons related to the RPG Creation Kit:&lt;br /&gt;
&lt;br /&gt;
* '''Load Last Save:''' allows you to Start playing in the Editor and automatically loads the latest savegame (or autosave) you have. It's an incredibly helpful tool that allows you to quickly jump in game to view your edits.&lt;br /&gt;
* '''Load Last Cell''': does the opposite. It loads the last cell that you've loaded via the Cell View or Cell Map View. It's best used along with the Load Last Save button t.&lt;br /&gt;
* '''Adjust Time Of Day (ToD) Preview:''' is a slider that sets the Time of Day for your selected &amp;quot;Time of Day Sky Material&amp;quot; (set in the Project Settings). It sets the &amp;quot;currentTime&amp;quot; value in the Sky's material and it updates the scene lighting in base of this value. It's useful to preview a Cell (or many cells) in the Editor at any given time of the day.&lt;br /&gt;
&lt;br /&gt;
== Time of Day ==&lt;br /&gt;
The Time of Day feature adds the concept of time inside of the RCK.&lt;br /&gt;
&lt;br /&gt;
Days consist of 24hrs and there's currently no convention for Days/Months/Years, which is something that can be extended from this system.&lt;br /&gt;
&lt;br /&gt;
A GameObject named '''&amp;quot;TimeOfDayManager'''&amp;quot; has been added to the _WorldLoader_ scene, and it has a component with the same name as the Object that is, in fact, the manager of the time system.  &lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 6.png|560x560px]]&lt;br /&gt;
&lt;br /&gt;
* '''Current Time''' [0-24]: explicit the current time of the day. This can be set when the game starts, when a save game loads, and it can be arbitrarily set from other scripts. For example, the script &amp;quot;JustAnotherDeliveryStage10&amp;quot;.&lt;br /&gt;
* '''Hours''' and '''Minutes''': are derived from the Current Time, and they're useful for you to read in order to create dynamic scenarios based on the current time (see next section &amp;quot;''Dynamic Responses to Current Time''&amp;quot;) or to display the current time on the UI.&lt;br /&gt;
* '''Current Time Scale''': dictates ''how quickly'' time passes. The formula that runs on Update is is:&amp;lt;syntaxhighlight lang=&amp;quot;csharp&amp;quot;&amp;gt;&lt;br /&gt;
SetTime(currentTime + (currentTimeScale * Time.deltaTime));&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;A Time Scale of 1 means that one hour passes every second, so for the default value of 0.05, a full day (24hrs) 480 seconds or 8 minutes. You can also set this at runtime whenever you want, although runtime changes are not saved on the save-file (the value you set in the inspector will be loaded when a savegame is loaded).&lt;br /&gt;
*'''Skybox Material''': is a reference to the material that you're using in your world. If you want a different Skybox material you'll have to change this reference (to update it in game) and the reference in Project Settings (to allow the ToD slider to correctly preview the skybox in the editor). In the RCK default configuration there is only one Skybox Material that contains 3 Cubemaps that represent Day, Dusk, Night, that are blended in base of the Current Time Value. You can swap the Skybox Material reference if you want, even during runtime, but you'll also have to do so in the [https://docs.unity3d.com/ScriptReference/RenderSettings-skybox.html RenderSettings].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The next values &amp;quot;Sun &amp;amp; Moon&amp;quot; allows you to fine-control the lighting of your scenes as time passes.&lt;br /&gt;
&lt;br /&gt;
* '''Sun Light:''' is a reference to your main Directional Light (sun) that is also in the _WorldLoader_ scene.&lt;br /&gt;
* '''Sun Color:''' is the sun's color.&lt;br /&gt;
* '''Sun Intensity:''' allows you to set a curve that controls the intensity of the Sun's light as time goes by. So the value at the beginning of the curve would be the sun's intensity at hour 0:00, while the last value is at the very last minute of the day 23:59.&lt;br /&gt;
* '''Ambient Color/Intensity:''' allows you to define gradients that controls the [https://docs.unity3d.com/speedtree-modeler/manual/light-object-reference.html ambience] of your scene at runtime. The gradient is also distributed over the currentTime, so you can have dark ambient settings at night and more light ones during the day.&lt;br /&gt;
* '''Fog Color/Density:''' allows you to do the same but to the fog setting of your scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The values set in here are to be thought as the &amp;quot;default&amp;quot; values.&lt;br /&gt;
&lt;br /&gt;
'''However,''' you probably want control over ambience/fog for '''each [[worldspace]]''' and even for '''each [[cell]]'''.&lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 7.png|475x475px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Worldspace data has also been given these properties, to allow you to customize your worldspaces as you wish.&lt;br /&gt;
&lt;br /&gt;
* '''Global_TOD_ENABLE_...:''' if set to true it will mean that the default 'Time of Day Manager' values we've set previously for Ambient/Fog will be '''overridden''' by the Worldspace when the player will be in that worldspace.&lt;br /&gt;
* The rest of the values are the same as explained previously, with some additional tweaks such as fog start/end and modes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dynamic Responses to Current Time ==&lt;br /&gt;
== XP, Leveling &amp;amp; New Attributes System ==&lt;br /&gt;
== Sprint Attacks / Skills ==&lt;br /&gt;
&lt;br /&gt;
== Class Selection ==&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
AI Aggro Lines&lt;br /&gt;
&lt;br /&gt;
AI Perception Improvements&lt;br /&gt;
&lt;br /&gt;
Sneak attacks&lt;br /&gt;
&lt;br /&gt;
Every UI state can pause the game or not&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Rck2_7.png&amp;diff=755</id>
		<title>File:Rck2 7.png</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Rck2_7.png&amp;diff=755"/>
		<updated>2026-02-05T17:45:13Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;rck2_7&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=What%27s_new_in_the_RPG_Creation_Kit_2&amp;diff=754</id>
		<title>What's new in the RPG Creation Kit 2</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=What%27s_new_in_the_RPG_Creation_Kit_2&amp;diff=754"/>
		<updated>2026-02-05T17:23:42Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this page you'll find an explanation of the new systems and changes that arrived with the release of the '''RPG Creation Kit 2.0'''.&lt;br /&gt;
&lt;br /&gt;
== Show/Hide Demo Files ==&lt;br /&gt;
[[File:RCK2 1.png|423x423px]]&lt;br /&gt;
&lt;br /&gt;
The first change to the Editor Tools is the addition of a toggle named '''&amp;quot;Show Demo Files?&amp;quot;'''. When toggled on, the respective Editor (such as &amp;quot;Rck Object Viewer&amp;quot;, &amp;quot;Cell View&amp;quot;, &amp;quot;Quests&amp;quot;, &amp;quot;Rck AI Editor&amp;quot;, etc.) will show files related to the Rck Demo. As you can imagine, toggling it off will hide from the lists content related to the demo.&lt;br /&gt;
&lt;br /&gt;
This will be pretty useful when you'll be deep into creating your own content and the Rck items will get in your way as you're trying to find or search for things.&lt;br /&gt;
&lt;br /&gt;
Each asset that can be hidden has now a flag &amp;quot;IS_DEMO_FILE&amp;quot;, that will act as the flag that hides/show results:&lt;br /&gt;
&lt;br /&gt;
[[File:Rck 2.png|400x400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So as you'll make new content it will be enough to disable this flag for your own items.&lt;br /&gt;
&lt;br /&gt;
'''You can also set the default value''' for the '''&amp;quot;Show Demo Files?&amp;quot;''' toggle to be on/off whenever you open your project by going in &amp;quot;''Edit-&amp;gt;Project Settings-RPG Creation Kit''&amp;quot; and setting the value of the toggle there. Setting it off will make sure that whenever you open a window like the &amp;quot;''Rck AI Editor''&amp;quot; the demo files will be set to be hidden by default.&lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 3.png|400x400px]]&lt;br /&gt;
&lt;br /&gt;
== Toolbar Functions ==&lt;br /&gt;
[[File:Rck2 5.png|578x578px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The main toolbar, located in the upper part of the Editor, will now have three more buttons related to the RPG Creation Kit:&lt;br /&gt;
&lt;br /&gt;
* '''Load Last Save:''' allows you to Start playing in the Editor and automatically loads the latest savegame (or autosave) you have. It's an incredibly helpful tool that allows you to quickly jump in game to view your edits.&lt;br /&gt;
* '''Load Last Cell''': does the opposite. It loads the last cell that you've loaded via the Cell View or Cell Map View. It's best used along with the Load Last Save button t.&lt;br /&gt;
* '''Adjust Time Of Day (ToD) Preview:''' is a slider that sets the Time of Day for your selected &amp;quot;Time of Day Sky Material&amp;quot; (set in the Project Settings). It sets the &amp;quot;currentTime&amp;quot; value in the Sky's material and it updates the scene lighting in base of this value. It's useful to preview a Cell (or many cells) in the Editor at any given time of the day.&lt;br /&gt;
&lt;br /&gt;
== Time of Day ==&lt;br /&gt;
The Time of Day feature adds the concept of time inside of the RCK.&lt;br /&gt;
&lt;br /&gt;
Days consist of 24hrs and there's currently no convention for Days/Months/Years, which is something that can be extended from this system.&lt;br /&gt;
&lt;br /&gt;
A GameObject named '''&amp;quot;TimeOfDayManager'''&amp;quot; has been added to the _WorldLoader_ scene, and it has a component with the same name as the Object that is, in fact, the manager of the time system.  &lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 6.png|560x560px]]&lt;br /&gt;
&lt;br /&gt;
* '''Current Time''' [0-24]: explicit the current time of the day. This can be set when the game starts, when a save game loads, and it can be arbitrarily set from other scripts. For example, the script &amp;quot;JustAnotherDeliveryStage10&amp;quot;.&lt;br /&gt;
* '''Hours''' and '''Minutes''': are derived from the Current Time, and they're useful for you to read in order to create dynamic scenarios based on the current time (see next section &amp;quot;''Dynamic Responses to Current Time''&amp;quot;) or to display the current time on the UI.&lt;br /&gt;
* '''Current Time Scale''': dictates ''how quickly'' time passes. The formula is &amp;lt;nowiki&amp;gt;&amp;lt;code&amp;gt;SetTime(currentTime + (currentTimeScale * Time.deltaTime));&amp;lt;\code&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dynamic Responses to Current Time ==&lt;br /&gt;
== XP, Leveling &amp;amp; New Attributes System ==&lt;br /&gt;
== Sprint Attacks / Skills ==&lt;br /&gt;
&lt;br /&gt;
== Class Selection ==&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
AI Aggro Lines&lt;br /&gt;
&lt;br /&gt;
AI Perception Improvements&lt;br /&gt;
&lt;br /&gt;
Sneak attacks&lt;br /&gt;
&lt;br /&gt;
Every UI state can pause the game or not&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Rck2_6.png&amp;diff=753</id>
		<title>File:Rck2 6.png</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Rck2_6.png&amp;diff=753"/>
		<updated>2026-02-05T17:15:23Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;rck2_6&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=What%27s_new_in_the_RPG_Creation_Kit_2&amp;diff=752</id>
		<title>What's new in the RPG Creation Kit 2</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=What%27s_new_in_the_RPG_Creation_Kit_2&amp;diff=752"/>
		<updated>2026-02-05T17:12:05Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: /* Show/Hide Demo Files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Show/Hide Demo Files ==&lt;br /&gt;
[[File:RCK2 1.png|423x423px]]&lt;br /&gt;
&lt;br /&gt;
The first change to the Editor Tools is the addition of a toggle named '''&amp;quot;Show Demo Files?&amp;quot;'''. When toggled on, the respective Editor (such as &amp;quot;Rck Object Viewer&amp;quot;, &amp;quot;Cell View&amp;quot;, &amp;quot;Quests&amp;quot;, &amp;quot;Rck AI Editor&amp;quot;, etc.) will show files related to the Rck Demo. As you can imagine, toggling it off will hide from the lists content related to the demo.&lt;br /&gt;
&lt;br /&gt;
This will be pretty useful when you'll be deep into creating your own content and the Rck items will get in your way as you're trying to find or search for things.&lt;br /&gt;
&lt;br /&gt;
Each asset that can be hidden has now a flag &amp;quot;IS_DEMO_FILE&amp;quot;, that will act as the flag that hides/show results:&lt;br /&gt;
&lt;br /&gt;
[[File:Rck 2.png|400x400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So as you'll make new content it will be enough to disable this flag for your own items.&lt;br /&gt;
&lt;br /&gt;
'''You can also set the default value''' for the '''&amp;quot;Show Demo Files?&amp;quot;''' toggle to be on/off whenever you open your project by going in &amp;quot;''Edit-&amp;gt;Project Settings-RPG Creation Kit''&amp;quot; and setting the value of the toggle there. Setting it off will make sure that whenever you open a window like the &amp;quot;''Rck AI Editor''&amp;quot; the demo files will be set to be hidden by default.&lt;br /&gt;
&lt;br /&gt;
[[File:Rck2 3.png|400x400px]]&lt;br /&gt;
&lt;br /&gt;
== Toolbar Functions ==&lt;br /&gt;
[[File:Rck2 5.png|578x578px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The main toolbar, located in the upper part of the Editor, will now have three more buttons related to the RPG Creation Kit:&lt;br /&gt;
&lt;br /&gt;
* '''Load Last Save:''' allows you to Start playing in the Editor and automatically loads the latest savegame (or autosave) you have. It's an incredibly helpful tool that allows you to quickly jump in game to view your edits.&lt;br /&gt;
* '''Load Last Cell''': does the opposite. It loads the last cell that you've loaded via the Cell View or Cell Map View. It's best used along with the Load Last Save button t.&lt;br /&gt;
* '''Adjust Time Of Day (ToD) Preview:''' is a slider that sets the Time of Day for your selected &amp;quot;Time of Day Sky Material&amp;quot; (set in the Project Settings). It sets the &amp;quot;currentTime&amp;quot; value in the Sky's material and it updates the scene lighting in base of this value. It's useful to preview a Cell (or many cells) in the Editor at any given time of the day.&lt;br /&gt;
&lt;br /&gt;
== Time of Day ==&lt;br /&gt;
&lt;br /&gt;
== NPCs routines ==&lt;br /&gt;
== XP, Leveling &amp;amp; New Attributes System ==&lt;br /&gt;
== Sprint Attacks / Skills ==&lt;br /&gt;
&lt;br /&gt;
== Class Selection ==&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
AI Aggro Lines&lt;br /&gt;
&lt;br /&gt;
AI Perception Improvements&lt;br /&gt;
&lt;br /&gt;
Sneak attacks&lt;br /&gt;
&lt;br /&gt;
Every UI state can pause the game or not&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Rck2_5.png&amp;diff=751</id>
		<title>File:Rck2 5.png</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Rck2_5.png&amp;diff=751"/>
		<updated>2026-02-05T17:04:38Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;rck2_5&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Rck2_4.png&amp;diff=750</id>
		<title>File:Rck2 4.png</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Rck2_4.png&amp;diff=750"/>
		<updated>2026-02-05T17:02:18Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;rck2_4&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Rck2_3.png&amp;diff=749</id>
		<title>File:Rck2 3.png</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Rck2_3.png&amp;diff=749"/>
		<updated>2026-02-05T17:00:49Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;rck2_3&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Rck_2.png&amp;diff=748</id>
		<title>File:Rck 2.png</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Rck_2.png&amp;diff=748"/>
		<updated>2026-02-05T16:57:17Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;rck_2&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:RCK2_1.png&amp;diff=747</id>
		<title>File:RCK2 1.png</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:RCK2_1.png&amp;diff=747"/>
		<updated>2026-02-05T16:54:58Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;RCK2_1&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=What%27s_new_in_the_RPG_Creation_Kit_2&amp;diff=746</id>
		<title>What's new in the RPG Creation Kit 2</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=What%27s_new_in_the_RPG_Creation_Kit_2&amp;diff=746"/>
		<updated>2026-02-05T08:51:42Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: /* Show/Hide Demo Files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Show/Hide Demo Files ==&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Toolbar Functions ==&lt;br /&gt;
&lt;br /&gt;
== Time of Day ==&lt;br /&gt;
&lt;br /&gt;
== NPCs routines ==&lt;br /&gt;
== XP, Leveling &amp;amp; New Attributes System ==&lt;br /&gt;
== Sprint Attacks / Skills ==&lt;br /&gt;
&lt;br /&gt;
== Class Selection ==&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
AI Aggro Lines&lt;br /&gt;
&lt;br /&gt;
AI Perception Improvements&lt;br /&gt;
&lt;br /&gt;
Sneak attacks&lt;br /&gt;
&lt;br /&gt;
Every UI state can pause the game or not&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=What%27s_new_in_the_RPG_Creation_Kit_2&amp;diff=745</id>
		<title>What's new in the RPG Creation Kit 2</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=What%27s_new_in_the_RPG_Creation_Kit_2&amp;diff=745"/>
		<updated>2026-02-05T08:51:24Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: Created page with &amp;quot; == Show/Hide Demo Files == .  == Toolbar Functions ==  == Time of Day ==  == NPCs routines == .  == XP, Leveling &amp;amp; New Attributes System == .  == Sprint Attacks / Skills ==  == Class Selection ==  == Other == AI Aggro Lines  AI Perception Improvements  Sneak attacks  Every UI state can pause the game or not&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Show/Hide Demo Files ==&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Toolbar Functions ==&lt;br /&gt;
&lt;br /&gt;
== Time of Day ==&lt;br /&gt;
&lt;br /&gt;
== NPCs routines ==&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== XP, Leveling &amp;amp; New Attributes System ==&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Sprint Attacks / Skills ==&lt;br /&gt;
&lt;br /&gt;
== Class Selection ==&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
AI Aggro Lines&lt;br /&gt;
&lt;br /&gt;
AI Perception Improvements&lt;br /&gt;
&lt;br /&gt;
Sneak attacks&lt;br /&gt;
&lt;br /&gt;
Every UI state can pause the game or not&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=Main_Page&amp;diff=744</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=Main_Page&amp;diff=744"/>
		<updated>2026-02-05T07:00:38Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;Welcome to the RPG Creation Kit Documentation.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Latest RPG Creation Kit Version: '''2.0.'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''If you're new to the RPG Creation Kit, see the:''' [[:Category:Getting Started|'''Getting Started''']] '''page.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Newest Tutorials'''&lt;br /&gt;
* [https://www.youtube.com/watch?v=llO1YsHaPtM &amp;lt;nowiki&amp;gt;[Video by OctoverseStudios] How to Add a New Race in RCK Using Synty Models&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
*[[Converting Materials to HDRP]]&lt;br /&gt;
*[[Creating a New Race]]&lt;br /&gt;
*[[Creating Your First Worldspace]]&lt;br /&gt;
*[[Changing the New Game Starting Location]]&lt;br /&gt;
*[[Creating a New Persistent Reference AI]]&lt;br /&gt;
*[[Creating a New Looting Point]]&lt;br /&gt;
*[[Adding New Animations to NPCs dialogues]]&lt;br /&gt;
*[[Creating a New Creature AI]]&lt;br /&gt;
*[[Creating a New Melee Weapon]]&lt;br /&gt;
*[[Creating a New Armor Item]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Other''' '''Tutorials'''&lt;br /&gt;
&lt;br /&gt;
* [[Items Ownership, Metadata and Stealing]].&lt;br /&gt;
*[[Persistent References]]&lt;br /&gt;
*[[Mutable|Mutables]]&lt;br /&gt;
*[[Interactive Objects]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Special:AllPages|View All Documentation Pages]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Community Made Tutorials'''&lt;br /&gt;
&lt;br /&gt;
The page below contains all the links to videos and articles of tutorials made by the community for the community.&lt;br /&gt;
&lt;br /&gt;
* [[Community Made Tutorials]]&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=Community_Made_Tutorials&amp;diff=743</id>
		<title>Community Made Tutorials</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=Community_Made_Tutorials&amp;diff=743"/>
		<updated>2025-07-19T19:03:20Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: /* [ARTICLE] Adding Visual Scripting to Quests by Warspawn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains all the links to videos and articles of tutorials made by the community for the community!&lt;br /&gt;
&lt;br /&gt;
If you wish to make a tutorial about any part of the RPG Creation Kit, please do! And send it on [https://discord.gg/a2W97RtkDx Discord], it will be added to this page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [ARTICLE] Adding Visual Scripting to Quests by '''Warspawn''' ==&lt;br /&gt;
[https://drive.google.com/file/d/1BUqakOkdCKZYncLJvU9NsUOxDHZk0OYJ/view Link here]&lt;br /&gt;
&lt;br /&gt;
== [VIDEO] Armor Tutorial for the RPG Creation Kit by '''Schaken-Mods''' ==&lt;br /&gt;
[https://www.youtube.com/watch?v=kA92OYAwUPs&amp;amp;ab_channel=Schaken Link here]&lt;br /&gt;
== [VIDEO] AI Pathing by '''Schaken-Mods''' ==&lt;br /&gt;
[https://www.youtube.com/watch?v=sfkN9_GTzOI Link here]&lt;br /&gt;
== [VIDEO] How To Create Consumable Items by '''Schaken-Mods''' ==&lt;br /&gt;
[https://www.youtube.com/watch?v=9w-Lc5rpRuc Link here]&lt;br /&gt;
== [VIDEO] How To Make A Misc Item by '''Schaken-Mods''' ==&lt;br /&gt;
[https://www.youtube.com/watch?v=En-yD0gx-dE Link here]&lt;br /&gt;
&lt;br /&gt;
== [VIDEO] How to Add a New Race in RCK Using Synty Models by '''OctoverseStudios''' ==&lt;br /&gt;
[https://www.youtube.com/watch?v=llO1YsHaPtM Link here]&lt;br /&gt;
&lt;br /&gt;
== [VIDEO] How to create a NPC by '''Warspawn''' ==&lt;br /&gt;
'''[https://www.youtube.com/watch?v=NM-__x0Hr0c&amp;amp;feature=youtu.be Link here]'''&lt;br /&gt;
&lt;br /&gt;
== [VIDEO] Creating Custom Armor by '''Warspawn''' ==&lt;br /&gt;
[https://www.youtube.com/watch?v=tyNBVsXhm7Y Link here]&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=Main_Page&amp;diff=742</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=Main_Page&amp;diff=742"/>
		<updated>2025-07-19T19:01:25Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;Welcome to the RPG Creation Kit Documentation.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Latest RPG Creation Kit Version: '''1.9.'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''If you're new to the RPG Creation Kit, see the:'''&lt;br /&gt;
&lt;br /&gt;
[[:Category:Getting Started|'''Getting Started''']] '''page.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Newest Tutorials''' &lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=llO1YsHaPtM &amp;lt;nowiki&amp;gt;[Video by OctoverseStudios] How to Add a New Race in RCK Using Synty Models&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
*[[Converting Materials to HDRP]]&lt;br /&gt;
*[[Creating a New Race]]&lt;br /&gt;
*[[Creating Your First Worldspace]]&lt;br /&gt;
*[[Changing the New Game Starting Location]]&lt;br /&gt;
*[[Creating a New Persistent Reference AI]]&lt;br /&gt;
*[[Creating a New Looting Point]]&lt;br /&gt;
*[[Adding New Animations to NPCs dialogues]]&lt;br /&gt;
*[[Creating a New Creature AI]]&lt;br /&gt;
*[[Creating a New Melee Weapon]]&lt;br /&gt;
*[[Creating a New Armor Item]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Other''' '''Tutorials'''&lt;br /&gt;
&lt;br /&gt;
* [[Items Ownership, Metadata and Stealing]].&lt;br /&gt;
*[[Persistent References]]&lt;br /&gt;
*[[Mutable|Mutables]]&lt;br /&gt;
*[[Interactive Objects]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Special:AllPages|View All Documentation Pages]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Community Made Tutorials'''&lt;br /&gt;
&lt;br /&gt;
The page below contains all the links to videos and articles of tutorials made by the community for the community.&lt;br /&gt;
&lt;br /&gt;
* [[Community Made Tutorials]]&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=Converting_Materials_to_HDRP&amp;diff=741</id>
		<title>Converting Materials to HDRP</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=Converting_Materials_to_HDRP&amp;diff=741"/>
		<updated>2025-07-17T21:36:50Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: /* Importing the RCK's Project Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this page I will explain how to correctly import the RPG Creation Kit in a fresh project that uses HDRP, and how to quickly fix all the pink materials references you may have.&lt;br /&gt;
&lt;br /&gt;
== Importing the RCK's Project Settings ==&lt;br /&gt;
During [[Installing the RPG Creation Kit|installation]] you'll get prompted with this window, with every checkbox already checked like this:&lt;br /&gt;
&lt;br /&gt;
[[File:U6 5.png|592x592px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you've just created a new HDRP project and yet have to import the RPG Creation Kit, set the overrides as following:&lt;br /&gt;
&lt;br /&gt;
[[File:Cmhdrp 1.png]]&lt;br /&gt;
&lt;br /&gt;
So that the only boxes '''checked are:'''&lt;br /&gt;
&lt;br /&gt;
* '''DynamicsManager.asset'''&lt;br /&gt;
* '''EditorBuildSettings.asset'''&lt;br /&gt;
* '''NavMeshAreas.asset'''&lt;br /&gt;
* '''TagManager.asset'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And click '''Import'''. The Unity Editor will begin the import process which may take a while.&lt;br /&gt;
&lt;br /&gt;
Once every asset is imported, you'll get the Text Mesh Pro import pop-up, '''import both TMP Essentials and Examples &amp;amp; Extra.'''&lt;br /&gt;
&lt;br /&gt;
== First round of converting ==&lt;br /&gt;
Once the RPG Creation Kit has been imported, all the materials will try to fallback to legacy or non-HDRP materials, which will result in the material appearing as pink. If you open any Cell you may be presented with something like this: &lt;br /&gt;
&lt;br /&gt;
[[File:Cmhdrp 2.png|763x763px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start converting materials to HDRP, open on the toolbar '''Window-&amp;gt;Rendering-&amp;gt;HDRP Wizard.'''&lt;br /&gt;
&lt;br /&gt;
Then scroll at the bottom and click on '''Convert All Built-In Materials to HDRP:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Cmhdrp 3.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This will take sometime.&lt;br /&gt;
&lt;br /&gt;
Once it's done, you'll notice that some materials have been fixed, but some are definitely still pink. &lt;br /&gt;
&lt;br /&gt;
This is because some materials in the RPG Creation Kit use a custom shader. Let's fix this.&lt;br /&gt;
&lt;br /&gt;
== Downloading the ShaderReplacerWindow ==&lt;br /&gt;
Head here and download this .cs script: https://drive.google.com/file/d/1-TKydhdZWpO56_65fAdrWQMcgTIMH-Ql/view?usp=drive_link&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you've downloaded it, you need to import it in your project.&lt;br /&gt;
&lt;br /&gt;
'''The important thing is that it has to sit in a folder named &amp;quot;Editor&amp;quot;, you cannot just drop it anywhere.'''&lt;br /&gt;
&lt;br /&gt;
For example, you can create an &amp;quot;Editor&amp;quot; folder in the root of your project's Asset folder, like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Cmhdrp 5.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''So it's Assets/Editor/ShaderReplacerWindow.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you've done that, the toolbar should have '''RPG Creation Kit-&amp;gt;Rendering Pipelines-&amp;gt;Shader Replacer.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cmhdrp 6.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Let's open the Shader Replacer window.'''&lt;br /&gt;
&lt;br /&gt;
[[File:Cmhdrp 7.png|467x467px]]&lt;br /&gt;
&lt;br /&gt;
== Replacing shaders (1/2) ==&lt;br /&gt;
We need to do two rounds of replacing:&lt;br /&gt;
&lt;br /&gt;
'''First: set &amp;quot;Find Shader&amp;quot; to be &amp;quot;StandardDoubleSided&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
[[File:Cmhdrp 8.png|830x830px]]&lt;br /&gt;
&lt;br /&gt;
'''Second: set &amp;quot;Replace With&amp;quot; to be &amp;quot;Standard&amp;quot;:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Cmhdrp 9.png|832x832px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once this is set, click on the '''Fix All (Replace Shader)''' button:&lt;br /&gt;
&lt;br /&gt;
[[File:Cmhdrp 10.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then, continue to the next section:&lt;br /&gt;
&lt;br /&gt;
== Replacing Shaders (2/2) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Now you only need to change the Find Shader again, and set it to &amp;quot;Legacy Shaders/Diffuse&amp;quot;.''' &lt;br /&gt;
&lt;br /&gt;
'''Replace With should still be the same &amp;quot;Standard&amp;quot;.'''&lt;br /&gt;
&lt;br /&gt;
[[File:Cmhdrp 11.png|870x870px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Again, click on &amp;quot;Fix All (Replace Shaders).''' &lt;br /&gt;
&lt;br /&gt;
== Final Conversion ==&lt;br /&gt;
Open again from the toolbar '''Window-&amp;gt;Rendering-&amp;gt;HDRP Wizard.'''&lt;br /&gt;
&lt;br /&gt;
Then scroll at the bottom and click on '''Convert All Built-In Materials to HDRP:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Cmhdrp 3.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, every material of the RPG Creation Kit should have been correctly converted to HDRP, and you most of the assets will display correctly.&lt;br /&gt;
&lt;br /&gt;
[[File:Cmhdrp 12.png|880x880px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''If you still see some pink assets''', you can manually set its material to standard in the Project Window, and run the '''HDRP Wizard''' conversion again.&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Cmhdrp_12.png&amp;diff=740</id>
		<title>File:Cmhdrp 12.png</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Cmhdrp_12.png&amp;diff=740"/>
		<updated>2025-07-17T21:34:55Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;cmhdrp_12&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=Converting_Materials_to_HDRP&amp;diff=739</id>
		<title>Converting Materials to HDRP</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=Converting_Materials_to_HDRP&amp;diff=739"/>
		<updated>2025-07-17T21:34:05Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this page I will explain how to correctly import the RPG Creation Kit in a fresh project that uses HDRP, and how to quickly fix all the pink materials references you may have.&lt;br /&gt;
&lt;br /&gt;
== Importing the RCK's Project Settings ==&lt;br /&gt;
During [[Installing the RPG Creation Kit|installation]] you'll get prompted with this window, with every checkbox already checked like this:&lt;br /&gt;
&lt;br /&gt;
[[File:U6 5.png|592x592px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you've just created a new HDRP project and yet have to import the RPG Creation Kit, set the overrides as following:&lt;br /&gt;
&lt;br /&gt;
[[File:Cmhdrp 1.png]]&lt;br /&gt;
&lt;br /&gt;
So that the only boxes '''checked are:'''&lt;br /&gt;
&lt;br /&gt;
* '''DynamicsManager.asset'''&lt;br /&gt;
* '''EditorBuildSettings.asset'''&lt;br /&gt;
* '''NavMeshAreas.asset'''&lt;br /&gt;
* '''TagManager.asset'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And click '''Import'''. The Unity Editor will begin the import process which may take a while.&lt;br /&gt;
&lt;br /&gt;
Once every asset is imported, you'll get the Text Mesh Pro import pop-up, '''import both TMP Essentials and Examples &amp;amp; Extra.'''&lt;br /&gt;
&lt;br /&gt;
== First round of converting ==&lt;br /&gt;
Once the RPG Creation Kit has been imported, all the materials will try to fallback to legacy or non-HDRP materials, which will result in the material appearing as pink. If you open any Cell you may be presented with something like this: &lt;br /&gt;
&lt;br /&gt;
[[File:Cmhdrp 2.png|763x763px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start converting materials to HDRP, open on the toolbar '''Window-&amp;gt;Rendering-&amp;gt;HDRP Wizard.'''&lt;br /&gt;
&lt;br /&gt;
Then scroll at the bottom and click on '''Convert All Built-In Materials to HDRP:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Cmhdrp 3.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This will take sometime.&lt;br /&gt;
&lt;br /&gt;
Once it's done, you'll notice that some materials have been fixed, but some are definitely still pink. &lt;br /&gt;
&lt;br /&gt;
This is because some materials in the RPG Creation Kit use a custom shader. Let's fix this.&lt;br /&gt;
&lt;br /&gt;
== Downloading the ShaderReplacerWindow ==&lt;br /&gt;
Head here and download this .cs script: https://drive.google.com/file/d/1-TKydhdZWpO56_65fAdrWQMcgTIMH-Ql/view?usp=drive_link&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you've downloaded it, you need to import it in your project.&lt;br /&gt;
&lt;br /&gt;
'''The important thing is that it has to sit in a folder named &amp;quot;Editor&amp;quot;, you cannot just drop it anywhere.'''&lt;br /&gt;
&lt;br /&gt;
For example, you can create an &amp;quot;Editor&amp;quot; folder in the root of your project's Asset folder, like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Cmhdrp 5.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''So it's Assets/Editor/ShaderReplacerWindow.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you've done that, the toolbar should have '''RPG Creation Kit-&amp;gt;Rendering Pipelines-&amp;gt;Shader Replacer.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cmhdrp 6.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Let's open the Shader Replacer window.'''&lt;br /&gt;
&lt;br /&gt;
[[File:Cmhdrp 7.png|467x467px]]&lt;br /&gt;
&lt;br /&gt;
== Replacing shaders (1/2) ==&lt;br /&gt;
We need to do two rounds of replacing:&lt;br /&gt;
&lt;br /&gt;
'''First: set &amp;quot;Find Shader&amp;quot; to be &amp;quot;StandardDoubleSided&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
[[File:Cmhdrp 8.png|830x830px]]&lt;br /&gt;
&lt;br /&gt;
'''Second: set &amp;quot;Replace With&amp;quot; to be &amp;quot;Standard&amp;quot;:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Cmhdrp 9.png|832x832px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once this is set, click on the '''Fix All (Replace Shader)''' button:&lt;br /&gt;
&lt;br /&gt;
[[File:Cmhdrp 10.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then, continue to the next section:&lt;br /&gt;
&lt;br /&gt;
== Replacing Shaders (2/2) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Now you only need to change the Find Shader again, and set it to &amp;quot;Legacy Shaders/Diffuse&amp;quot;.''' &lt;br /&gt;
&lt;br /&gt;
'''Replace With should still be the same &amp;quot;Standard&amp;quot;.'''&lt;br /&gt;
&lt;br /&gt;
[[File:Cmhdrp 11.png|870x870px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Again, click on &amp;quot;Fix All (Replace Shaders).''' &lt;br /&gt;
&lt;br /&gt;
== Final Conversion ==&lt;br /&gt;
Open again from the toolbar '''Window-&amp;gt;Rendering-&amp;gt;HDRP Wizard.'''&lt;br /&gt;
&lt;br /&gt;
Then scroll at the bottom and click on '''Convert All Built-In Materials to HDRP:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Cmhdrp 3.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, every material of the RPG Creation Kit should have been correctly converted to HDRP, and you most of the assets will display correctly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''If you still see some pink assets''', you can&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Cmhdrp_11.png&amp;diff=738</id>
		<title>File:Cmhdrp 11.png</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Cmhdrp_11.png&amp;diff=738"/>
		<updated>2025-07-17T21:31:41Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;cmhdrp_11&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Cmhdrp_10.png&amp;diff=737</id>
		<title>File:Cmhdrp 10.png</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Cmhdrp_10.png&amp;diff=737"/>
		<updated>2025-07-17T21:28:01Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;cmhdrp_10&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Cmhdrp_9.png&amp;diff=736</id>
		<title>File:Cmhdrp 9.png</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Cmhdrp_9.png&amp;diff=736"/>
		<updated>2025-07-17T21:27:03Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;cmhdrp_9&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Cmhdrp_8.png&amp;diff=735</id>
		<title>File:Cmhdrp 8.png</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Cmhdrp_8.png&amp;diff=735"/>
		<updated>2025-07-17T21:25:40Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;cmhdrp_8&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Cmhdrp_7.png&amp;diff=734</id>
		<title>File:Cmhdrp 7.png</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Cmhdrp_7.png&amp;diff=734"/>
		<updated>2025-07-17T21:23:17Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;cmhdrp_7&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Cmhdrp_6.png&amp;diff=733</id>
		<title>File:Cmhdrp 6.png</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Cmhdrp_6.png&amp;diff=733"/>
		<updated>2025-07-17T21:21:55Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;cmhdrp_6&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Cmhdrp_5.png&amp;diff=732</id>
		<title>File:Cmhdrp 5.png</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Cmhdrp_5.png&amp;diff=732"/>
		<updated>2025-07-17T21:20:32Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;cmhdrp_5&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Cmhdrp_3.png&amp;diff=731</id>
		<title>File:Cmhdrp 3.png</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Cmhdrp_3.png&amp;diff=731"/>
		<updated>2025-07-17T21:14:56Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;cmhdrp_3&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Cmhdrp_2.png&amp;diff=730</id>
		<title>File:Cmhdrp 2.png</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Cmhdrp_2.png&amp;diff=730"/>
		<updated>2025-07-17T21:13:15Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;cmhdrp_2&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=Converting_Materials_to_HDRP&amp;diff=729</id>
		<title>Converting Materials to HDRP</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=Converting_Materials_to_HDRP&amp;diff=729"/>
		<updated>2025-07-17T21:08:59Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: Created page with &amp;quot;In this page I will explain how to correctly import the RPG Creation Kit in a fresh project that uses HDRP, and how to quickly fix all the pink materials references you may have.  == Importing the RCK's Project Settings == During installation you'll get prompted with this window, with every checkbox already checked like this:  592x592px   If you've just created a new HDRP project and yet have to import the RPG Creatio...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this page I will explain how to correctly import the RPG Creation Kit in a fresh project that uses HDRP, and how to quickly fix all the pink materials references you may have.&lt;br /&gt;
&lt;br /&gt;
== Importing the RCK's Project Settings ==&lt;br /&gt;
During [[Installing the RPG Creation Kit|installation]] you'll get prompted with this window, with every checkbox already checked like this:&lt;br /&gt;
&lt;br /&gt;
[[File:U6 5.png|592x592px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you've just created a new HDRP project and yet have to import the RPG Creation Kit, set the overrides as following:&lt;br /&gt;
&lt;br /&gt;
[[File:Cmhdrp 1.png]]&lt;br /&gt;
&lt;br /&gt;
So that the only boxes '''checked are:'''&lt;br /&gt;
&lt;br /&gt;
* '''DynamicsManager.asset'''&lt;br /&gt;
* '''EditorBuildSettings.asset'''&lt;br /&gt;
* '''NavMeshAreas.asset'''&lt;br /&gt;
* '''TagManager.asset'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And click '''Import'''. The Unity Editor will begin the import process which may take a while.&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Cmhdrp_1.png&amp;diff=728</id>
		<title>File:Cmhdrp 1.png</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=File:Cmhdrp_1.png&amp;diff=728"/>
		<updated>2025-07-17T21:07:10Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;cmhdrp_1&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=Main_Page&amp;diff=727</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=Main_Page&amp;diff=727"/>
		<updated>2025-07-17T20:55:21Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;Welcome to the RPG Creation Kit Documentation.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Latest RPG Creation Kit Version: '''1.9.'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''If you're new to the RPG Creation Kit, see the:'''&lt;br /&gt;
&lt;br /&gt;
[[:Category:Getting Started|'''Getting Started''']] '''page.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Newest Tutorials''' &lt;br /&gt;
&lt;br /&gt;
* [[Converting Materials to HDRP]]&lt;br /&gt;
*[[Creating a New Race]]&lt;br /&gt;
*[[Creating Your First Worldspace]]&lt;br /&gt;
*[[Changing the New Game Starting Location]]&lt;br /&gt;
*[[Creating a New Persistent Reference AI]]&lt;br /&gt;
*[[Creating a New Looting Point]]&lt;br /&gt;
*[[Adding New Animations to NPCs dialogues]]&lt;br /&gt;
*[[Creating a New Creature AI]]&lt;br /&gt;
*[[Creating a New Melee Weapon]]&lt;br /&gt;
*[[Creating a New Armor Item]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Other''' '''Tutorials'''&lt;br /&gt;
&lt;br /&gt;
* [[Items Ownership, Metadata and Stealing]].&lt;br /&gt;
*[[Persistent References]]&lt;br /&gt;
*[[Mutable|Mutables]]&lt;br /&gt;
*[[Interactive Objects]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Special:AllPages|View All Documentation Pages]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Community Made Tutorials'''&lt;br /&gt;
&lt;br /&gt;
The page below contains all the links to videos and articles of tutorials made by the community for the community.&lt;br /&gt;
&lt;br /&gt;
* [[Community Made Tutorials]]&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=Creating_a_New_Armor_Item&amp;diff=726</id>
		<title>Creating a New Armor Item</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=Creating_a_New_Armor_Item&amp;diff=726"/>
		<updated>2025-06-05T08:10:41Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: /* Video tutorial by Warspawn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this tutorial we are going to see how to add a new [[Armor Item]] for the base meshes of the Human race.&lt;br /&gt;
&lt;br /&gt;
In particular we are going to add an helmet that both the Player and character will be able to equip. The process involves weight painting, which I'll show how to do with Blender (I use Blender 2.81). I'm going to use [https://sketchfab.com/3d-models/great-helm-620ca8f54ce64561829809a8b782e78c this model] on Sketchfab made by [https://sketchfab.com/FrenchBaguette Ole Gunnar Isager].&lt;br /&gt;
&lt;br /&gt;
== Requirements &amp;amp; Premise ==&lt;br /&gt;
It is required to use Blender or any other 3D Modelling software of your choice and to download the RPG Creation Kit Basemeshes [https://drive.google.com/file/d/1R5c0DPCGQGky-iy4qfeKzS34mGVoUuYy/view?usp=sharing from this link].&lt;br /&gt;
&lt;br /&gt;
Before going forward I have to do an important premise. In the RPG Creation Kit '''every equipment item must have the same armature of the basemesh.''' I'm going to show you how that is accomplished, but you should understand that every equipment item you make for a specific armature will work '''only with that armature''', so if you download a different 3D model for the Basemesh, unless the armature is the same as the RPG Creation Kit's Basemeshes the equipment item will not be correctly attached.&lt;br /&gt;
&lt;br /&gt;
That means you need to pick an armature and '''stick with it''' for any other character you want the equipment to work with.&lt;br /&gt;
&lt;br /&gt;
== Importing/Exporting in Blender ==&lt;br /&gt;
[[File:Cnap 1.png|thumb|The helmet slightly modified, placed on the Basemesh head.]]&lt;br /&gt;
The goal is to have the Helmet skinned for the Basemesh armature, and we need to do this for both the Male and Female models.&lt;br /&gt;
&lt;br /&gt;
Let's start with the male, open the file &amp;quot;Base Male Human.blend&amp;quot; and Import the .fbx (or whatever else format you have) and move it near the head of the Basemesh. You may want to make some adjustments because it probably won't perfectly fit at the first try. I suggest you use proportional editing for doing that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now press ALT+H to reveal the armature, we need to set the helmet to be a parent of the armature, so click on the helmet, then hold shift and click on the armature and with both selected press CTRL+P and select &amp;quot;With Automatic Weights&amp;quot;: Refer to the gif below:&lt;br /&gt;
&lt;br /&gt;
[[File:Cna 2.gif|430x430px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And that's it. You can switch to pose mode to see the result. The helmet will move with the head. Notice that &amp;quot;With Automatic Weights&amp;quot; may not work perfectly for more complex objects so you may require to do some manual weight paint.&lt;br /&gt;
[[File:Cna 3.png|thumb|The project in Blender before exporting. Notice there is only the armature and helmet in the in red highlighted &amp;quot;Outline&amp;quot;.]]&lt;br /&gt;
Great, we can export this since we have what we wanted, but before doing that, to save space delete everything else in the blend file to save up space. The head, the upperbody, hands, eyes and everything else is not needed. You should remain with just the armature and the helmet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We can now export the Helmet as an .fbx, to do that click on File -&amp;gt; Export -&amp;gt; Fbx. Change the export settings to the red highlighted ones and name it &amp;quot;GreatHelmetMale&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
[[File:Cna 1.png|601x601px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point, the helmet is ready to be imported in Unity. But this helmet is set to work only with the Male version of the Basemesh. So what you need to do is to repeat the complete process for the Female basemesh. Once you did that, you should have three files:&lt;br /&gt;
&lt;br /&gt;
* GreatHelmet.fbx (not skinned).&lt;br /&gt;
*GreatHelmetMale.fbx (skinned for the Male mesh).&lt;br /&gt;
* GreatHelmetFemale.fbx (skinned for the Female mesh).&lt;br /&gt;
&lt;br /&gt;
Once you have those, you can move to the next steps.&lt;br /&gt;
&lt;br /&gt;
== Importing in Unity and creating Prefabs ==&lt;br /&gt;
[[File:Cna prefabs 1.gif|thumb|GIF that shows the creation of the Prefabs for the Great Helmet.]]&lt;br /&gt;
At this point import all the files in Unity and now we are going to create the prefabs for them.&lt;br /&gt;
&lt;br /&gt;
Drop all three files (GreatHelmet.fbx - GreatHelmetMale.fbx - GreatHelmetFemale.fbx) inside a scene, create the materials and apply them to all three helmets.&lt;br /&gt;
&lt;br /&gt;
After applying the material Prefab &amp;quot;GreatHelmet&amp;quot; in the Hierarchy as it is, then name it &amp;quot;GreatHelmetInWorld&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Open &amp;quot;GreatHelmetMale&amp;quot; and Prefab its child &amp;quot;GreatHelmet&amp;quot;, then name it &amp;quot;GreatHelmetMaleSkinned&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Open &amp;quot;GreatHelmetFemale&amp;quot; and Prefab its child &amp;quot;GreatHelmet&amp;quot;, then name it &amp;quot;GreatHelmetFemaleSkinned&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
''Notice that the Skinned prefabs we are making have the component &amp;quot;'''SkinnedMeshRenderer&amp;quot;'''''&amp;lt;nowiki/&amp;gt;'''.'''&lt;br /&gt;
&lt;br /&gt;
Refer to the gif on the right for visualizing the process.&lt;br /&gt;
&lt;br /&gt;
At this point we can move forward to the last step, which is the actual creation of the [[Items|Item]]. You can delete the GameObjects we've dropped in the scene, we don't need them anymore.&lt;br /&gt;
&lt;br /&gt;
== Creating the Armor Item ==&lt;br /&gt;
[[File:Cna iteminworld.gif|thumb|GIF that shows the creation of the [[Item In World]] for the GreatHelmet we are creating.]]&lt;br /&gt;
To create a New Armor Item, right click in the Project Window -&amp;gt; Create -&amp;gt; RPG Creation Kit -&amp;gt; Items -&amp;gt; ArmorItem&lt;br /&gt;
&lt;br /&gt;
Name it &amp;quot;''[ARMOR] GreatHelmet''&amp;quot; and leave it for now, we are going to create the '''[[Item In World]]''' first. Drop the Prefab we've just made &amp;quot;GreatHelmetInWorld&amp;quot; in the scene, Reach for the top bar &amp;quot;RPG Creation Kit -&amp;gt; Create New -&amp;gt; Item In World&amp;quot; a window will open.&lt;br /&gt;
&lt;br /&gt;
Drag and drop the &amp;quot;GreatHelmetInWorld&amp;quot; prefab we've just dropped in the scene in the &amp;quot;'''GameObject'''&amp;quot; field, you can edit the other settings as you may wish, I suggest you leave the default ones. Last thing to do is to setting the '''&amp;quot;Item Ref&amp;quot;''' to be the [[Armor Item]] we just created, then click on '''COMPELTE &amp;amp; CLOSE''' and make sure to Update the prefab.&lt;br /&gt;
&lt;br /&gt;
Refer to the gif on the right for visualizing the process.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Great! The last step is to configure the [[Armor Item]], select it and look in the inspector for the &amp;quot;'''Configure Item'''&amp;quot; button, click it and a Window will open.&lt;br /&gt;
&lt;br /&gt;
Set its ID to be '''unique''', I'll have it to be ''GreatHelmet001'' and its name to be ''Great Helmet.''&lt;br /&gt;
&lt;br /&gt;
Look for the upper-right part of the Window, and let's set the:&lt;br /&gt;
&lt;br /&gt;
* '''MaleBipedModel''' to be the ''GreatHelmetMaleSkinned''&lt;br /&gt;
* '''FemaleBipedModel''' to be the ''GreatHelmetFemaleSkinned''&lt;br /&gt;
* '''Both Items In World''' to be ''GreatHelemtInWorld''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The configure the rest of the settings as you place, '''check &amp;quot;Head&amp;quot; in the BipedObject''' (since we're making an Helmet that will cover the head) and also &amp;quot;'''Hide Hair'''&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
[[File:Cnaf1.png|534x534px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Click '''OK''' to save, then reach for the topbar and '''UPDATE THE DATABASES''', to do that reach for the top bar &amp;quot;RPG Creation Kit -&amp;gt; Update All Databases&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Ok we've finished! &lt;br /&gt;
[[File:Cna 111.png|thumb|Remember to regenerate the GUID of any item you drop in the world.]]&lt;br /&gt;
Now you can drop the &amp;quot;''GreatHelmetItemInWorld''&amp;quot; wherever you want it place it. Do it now, I'll drop it in the Cell &amp;quot;Virrihael(0,1)&amp;quot;. After dropping it in the scene look in the Inspector for the '''ItemInWorld Component''', right click on the Component's name and select &amp;quot;'''Regenerate GUIDStr'''&amp;quot; that will make that instance of the helmet unique throughout the whole game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With that out of the way, we can load a savegame from the main menu and reach the point where we dropped the Helmet. You can take it, drop it, equip it and you can make NPCs equip it as well.&lt;br /&gt;
&lt;br /&gt;
⠀&lt;br /&gt;
&lt;br /&gt;
⠀&lt;br /&gt;
&lt;br /&gt;
⠀&lt;br /&gt;
&lt;br /&gt;
⠀&lt;br /&gt;
== Final Result ==&lt;br /&gt;
[[File:Cnavf 1.png|674x674px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Cnavf 2.png|676x676px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Cnavf 3.png|676x676px]]&lt;br /&gt;
&lt;br /&gt;
== Files and Downloads ==&lt;br /&gt;
You can download all the files made in this tutorial [https://drive.google.com/file/d/1-69EfYzsxCxJIfoZFENxjF1WjU1Tv3mC/view?usp=sharing at this link].&lt;br /&gt;
&lt;br /&gt;
Make sure to read the ''LICENSE.txt'' file!&lt;br /&gt;
&lt;br /&gt;
== Video tutorial by Warspawn ==&lt;br /&gt;
https://www.youtube.com/watch?v=tyNBVsXhm7Y&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=Creating_a_New_Armor_Item&amp;diff=725</id>
		<title>Creating a New Armor Item</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=Creating_a_New_Armor_Item&amp;diff=725"/>
		<updated>2025-06-05T08:10:34Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: /* Video tutorial by Warspawn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this tutorial we are going to see how to add a new [[Armor Item]] for the base meshes of the Human race.&lt;br /&gt;
&lt;br /&gt;
In particular we are going to add an helmet that both the Player and character will be able to equip. The process involves weight painting, which I'll show how to do with Blender (I use Blender 2.81). I'm going to use [https://sketchfab.com/3d-models/great-helm-620ca8f54ce64561829809a8b782e78c this model] on Sketchfab made by [https://sketchfab.com/FrenchBaguette Ole Gunnar Isager].&lt;br /&gt;
&lt;br /&gt;
== Requirements &amp;amp; Premise ==&lt;br /&gt;
It is required to use Blender or any other 3D Modelling software of your choice and to download the RPG Creation Kit Basemeshes [https://drive.google.com/file/d/1R5c0DPCGQGky-iy4qfeKzS34mGVoUuYy/view?usp=sharing from this link].&lt;br /&gt;
&lt;br /&gt;
Before going forward I have to do an important premise. In the RPG Creation Kit '''every equipment item must have the same armature of the basemesh.''' I'm going to show you how that is accomplished, but you should understand that every equipment item you make for a specific armature will work '''only with that armature''', so if you download a different 3D model for the Basemesh, unless the armature is the same as the RPG Creation Kit's Basemeshes the equipment item will not be correctly attached.&lt;br /&gt;
&lt;br /&gt;
That means you need to pick an armature and '''stick with it''' for any other character you want the equipment to work with.&lt;br /&gt;
&lt;br /&gt;
== Importing/Exporting in Blender ==&lt;br /&gt;
[[File:Cnap 1.png|thumb|The helmet slightly modified, placed on the Basemesh head.]]&lt;br /&gt;
The goal is to have the Helmet skinned for the Basemesh armature, and we need to do this for both the Male and Female models.&lt;br /&gt;
&lt;br /&gt;
Let's start with the male, open the file &amp;quot;Base Male Human.blend&amp;quot; and Import the .fbx (or whatever else format you have) and move it near the head of the Basemesh. You may want to make some adjustments because it probably won't perfectly fit at the first try. I suggest you use proportional editing for doing that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now press ALT+H to reveal the armature, we need to set the helmet to be a parent of the armature, so click on the helmet, then hold shift and click on the armature and with both selected press CTRL+P and select &amp;quot;With Automatic Weights&amp;quot;: Refer to the gif below:&lt;br /&gt;
&lt;br /&gt;
[[File:Cna 2.gif|430x430px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And that's it. You can switch to pose mode to see the result. The helmet will move with the head. Notice that &amp;quot;With Automatic Weights&amp;quot; may not work perfectly for more complex objects so you may require to do some manual weight paint.&lt;br /&gt;
[[File:Cna 3.png|thumb|The project in Blender before exporting. Notice there is only the armature and helmet in the in red highlighted &amp;quot;Outline&amp;quot;.]]&lt;br /&gt;
Great, we can export this since we have what we wanted, but before doing that, to save space delete everything else in the blend file to save up space. The head, the upperbody, hands, eyes and everything else is not needed. You should remain with just the armature and the helmet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We can now export the Helmet as an .fbx, to do that click on File -&amp;gt; Export -&amp;gt; Fbx. Change the export settings to the red highlighted ones and name it &amp;quot;GreatHelmetMale&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
[[File:Cna 1.png|601x601px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point, the helmet is ready to be imported in Unity. But this helmet is set to work only with the Male version of the Basemesh. So what you need to do is to repeat the complete process for the Female basemesh. Once you did that, you should have three files:&lt;br /&gt;
&lt;br /&gt;
* GreatHelmet.fbx (not skinned).&lt;br /&gt;
*GreatHelmetMale.fbx (skinned for the Male mesh).&lt;br /&gt;
* GreatHelmetFemale.fbx (skinned for the Female mesh).&lt;br /&gt;
&lt;br /&gt;
Once you have those, you can move to the next steps.&lt;br /&gt;
&lt;br /&gt;
== Importing in Unity and creating Prefabs ==&lt;br /&gt;
[[File:Cna prefabs 1.gif|thumb|GIF that shows the creation of the Prefabs for the Great Helmet.]]&lt;br /&gt;
At this point import all the files in Unity and now we are going to create the prefabs for them.&lt;br /&gt;
&lt;br /&gt;
Drop all three files (GreatHelmet.fbx - GreatHelmetMale.fbx - GreatHelmetFemale.fbx) inside a scene, create the materials and apply them to all three helmets.&lt;br /&gt;
&lt;br /&gt;
After applying the material Prefab &amp;quot;GreatHelmet&amp;quot; in the Hierarchy as it is, then name it &amp;quot;GreatHelmetInWorld&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Open &amp;quot;GreatHelmetMale&amp;quot; and Prefab its child &amp;quot;GreatHelmet&amp;quot;, then name it &amp;quot;GreatHelmetMaleSkinned&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Open &amp;quot;GreatHelmetFemale&amp;quot; and Prefab its child &amp;quot;GreatHelmet&amp;quot;, then name it &amp;quot;GreatHelmetFemaleSkinned&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
''Notice that the Skinned prefabs we are making have the component &amp;quot;'''SkinnedMeshRenderer&amp;quot;'''''&amp;lt;nowiki/&amp;gt;'''.'''&lt;br /&gt;
&lt;br /&gt;
Refer to the gif on the right for visualizing the process.&lt;br /&gt;
&lt;br /&gt;
At this point we can move forward to the last step, which is the actual creation of the [[Items|Item]]. You can delete the GameObjects we've dropped in the scene, we don't need them anymore.&lt;br /&gt;
&lt;br /&gt;
== Creating the Armor Item ==&lt;br /&gt;
[[File:Cna iteminworld.gif|thumb|GIF that shows the creation of the [[Item In World]] for the GreatHelmet we are creating.]]&lt;br /&gt;
To create a New Armor Item, right click in the Project Window -&amp;gt; Create -&amp;gt; RPG Creation Kit -&amp;gt; Items -&amp;gt; ArmorItem&lt;br /&gt;
&lt;br /&gt;
Name it &amp;quot;''[ARMOR] GreatHelmet''&amp;quot; and leave it for now, we are going to create the '''[[Item In World]]''' first. Drop the Prefab we've just made &amp;quot;GreatHelmetInWorld&amp;quot; in the scene, Reach for the top bar &amp;quot;RPG Creation Kit -&amp;gt; Create New -&amp;gt; Item In World&amp;quot; a window will open.&lt;br /&gt;
&lt;br /&gt;
Drag and drop the &amp;quot;GreatHelmetInWorld&amp;quot; prefab we've just dropped in the scene in the &amp;quot;'''GameObject'''&amp;quot; field, you can edit the other settings as you may wish, I suggest you leave the default ones. Last thing to do is to setting the '''&amp;quot;Item Ref&amp;quot;''' to be the [[Armor Item]] we just created, then click on '''COMPELTE &amp;amp; CLOSE''' and make sure to Update the prefab.&lt;br /&gt;
&lt;br /&gt;
Refer to the gif on the right for visualizing the process.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Great! The last step is to configure the [[Armor Item]], select it and look in the inspector for the &amp;quot;'''Configure Item'''&amp;quot; button, click it and a Window will open.&lt;br /&gt;
&lt;br /&gt;
Set its ID to be '''unique''', I'll have it to be ''GreatHelmet001'' and its name to be ''Great Helmet.''&lt;br /&gt;
&lt;br /&gt;
Look for the upper-right part of the Window, and let's set the:&lt;br /&gt;
&lt;br /&gt;
* '''MaleBipedModel''' to be the ''GreatHelmetMaleSkinned''&lt;br /&gt;
* '''FemaleBipedModel''' to be the ''GreatHelmetFemaleSkinned''&lt;br /&gt;
* '''Both Items In World''' to be ''GreatHelemtInWorld''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The configure the rest of the settings as you place, '''check &amp;quot;Head&amp;quot; in the BipedObject''' (since we're making an Helmet that will cover the head) and also &amp;quot;'''Hide Hair'''&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
[[File:Cnaf1.png|534x534px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Click '''OK''' to save, then reach for the topbar and '''UPDATE THE DATABASES''', to do that reach for the top bar &amp;quot;RPG Creation Kit -&amp;gt; Update All Databases&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Ok we've finished! &lt;br /&gt;
[[File:Cna 111.png|thumb|Remember to regenerate the GUID of any item you drop in the world.]]&lt;br /&gt;
Now you can drop the &amp;quot;''GreatHelmetItemInWorld''&amp;quot; wherever you want it place it. Do it now, I'll drop it in the Cell &amp;quot;Virrihael(0,1)&amp;quot;. After dropping it in the scene look in the Inspector for the '''ItemInWorld Component''', right click on the Component's name and select &amp;quot;'''Regenerate GUIDStr'''&amp;quot; that will make that instance of the helmet unique throughout the whole game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With that out of the way, we can load a savegame from the main menu and reach the point where we dropped the Helmet. You can take it, drop it, equip it and you can make NPCs equip it as well.&lt;br /&gt;
&lt;br /&gt;
⠀&lt;br /&gt;
&lt;br /&gt;
⠀&lt;br /&gt;
&lt;br /&gt;
⠀&lt;br /&gt;
&lt;br /&gt;
⠀&lt;br /&gt;
== Final Result ==&lt;br /&gt;
[[File:Cnavf 1.png|674x674px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Cnavf 2.png|676x676px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Cnavf 3.png|676x676px]]&lt;br /&gt;
&lt;br /&gt;
== Files and Downloads ==&lt;br /&gt;
You can download all the files made in this tutorial [https://drive.google.com/file/d/1-69EfYzsxCxJIfoZFENxjF1WjU1Tv3mC/view?usp=sharing at this link].&lt;br /&gt;
&lt;br /&gt;
Make sure to read the ''LICENSE.txt'' file!&lt;br /&gt;
&lt;br /&gt;
== Video tutorial by Warspawn ==&lt;br /&gt;
https://www.youtube.com/watch?v=tyNBVsXhm7Y&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;youtube width=&amp;quot;200&amp;quot; height=&amp;quot;120&amp;quot;&amp;gt;&amp;lt;/nowiki&amp;gt;[https://www.youtube.com/watch?v=tyNBVsXhm7Y tyNBVsXhm7Y]&amp;lt;nowiki&amp;gt;&amp;lt;/youtube&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=Creating_a_New_Armor_Item&amp;diff=724</id>
		<title>Creating a New Armor Item</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=Creating_a_New_Armor_Item&amp;diff=724"/>
		<updated>2025-06-05T08:09:55Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this tutorial we are going to see how to add a new [[Armor Item]] for the base meshes of the Human race.&lt;br /&gt;
&lt;br /&gt;
In particular we are going to add an helmet that both the Player and character will be able to equip. The process involves weight painting, which I'll show how to do with Blender (I use Blender 2.81). I'm going to use [https://sketchfab.com/3d-models/great-helm-620ca8f54ce64561829809a8b782e78c this model] on Sketchfab made by [https://sketchfab.com/FrenchBaguette Ole Gunnar Isager].&lt;br /&gt;
&lt;br /&gt;
== Requirements &amp;amp; Premise ==&lt;br /&gt;
It is required to use Blender or any other 3D Modelling software of your choice and to download the RPG Creation Kit Basemeshes [https://drive.google.com/file/d/1R5c0DPCGQGky-iy4qfeKzS34mGVoUuYy/view?usp=sharing from this link].&lt;br /&gt;
&lt;br /&gt;
Before going forward I have to do an important premise. In the RPG Creation Kit '''every equipment item must have the same armature of the basemesh.''' I'm going to show you how that is accomplished, but you should understand that every equipment item you make for a specific armature will work '''only with that armature''', so if you download a different 3D model for the Basemesh, unless the armature is the same as the RPG Creation Kit's Basemeshes the equipment item will not be correctly attached.&lt;br /&gt;
&lt;br /&gt;
That means you need to pick an armature and '''stick with it''' for any other character you want the equipment to work with.&lt;br /&gt;
&lt;br /&gt;
== Importing/Exporting in Blender ==&lt;br /&gt;
[[File:Cnap 1.png|thumb|The helmet slightly modified, placed on the Basemesh head.]]&lt;br /&gt;
The goal is to have the Helmet skinned for the Basemesh armature, and we need to do this for both the Male and Female models.&lt;br /&gt;
&lt;br /&gt;
Let's start with the male, open the file &amp;quot;Base Male Human.blend&amp;quot; and Import the .fbx (or whatever else format you have) and move it near the head of the Basemesh. You may want to make some adjustments because it probably won't perfectly fit at the first try. I suggest you use proportional editing for doing that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now press ALT+H to reveal the armature, we need to set the helmet to be a parent of the armature, so click on the helmet, then hold shift and click on the armature and with both selected press CTRL+P and select &amp;quot;With Automatic Weights&amp;quot;: Refer to the gif below:&lt;br /&gt;
&lt;br /&gt;
[[File:Cna 2.gif|430x430px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And that's it. You can switch to pose mode to see the result. The helmet will move with the head. Notice that &amp;quot;With Automatic Weights&amp;quot; may not work perfectly for more complex objects so you may require to do some manual weight paint.&lt;br /&gt;
[[File:Cna 3.png|thumb|The project in Blender before exporting. Notice there is only the armature and helmet in the in red highlighted &amp;quot;Outline&amp;quot;.]]&lt;br /&gt;
Great, we can export this since we have what we wanted, but before doing that, to save space delete everything else in the blend file to save up space. The head, the upperbody, hands, eyes and everything else is not needed. You should remain with just the armature and the helmet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We can now export the Helmet as an .fbx, to do that click on File -&amp;gt; Export -&amp;gt; Fbx. Change the export settings to the red highlighted ones and name it &amp;quot;GreatHelmetMale&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
[[File:Cna 1.png|601x601px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point, the helmet is ready to be imported in Unity. But this helmet is set to work only with the Male version of the Basemesh. So what you need to do is to repeat the complete process for the Female basemesh. Once you did that, you should have three files:&lt;br /&gt;
&lt;br /&gt;
* GreatHelmet.fbx (not skinned).&lt;br /&gt;
*GreatHelmetMale.fbx (skinned for the Male mesh).&lt;br /&gt;
* GreatHelmetFemale.fbx (skinned for the Female mesh).&lt;br /&gt;
&lt;br /&gt;
Once you have those, you can move to the next steps.&lt;br /&gt;
&lt;br /&gt;
== Importing in Unity and creating Prefabs ==&lt;br /&gt;
[[File:Cna prefabs 1.gif|thumb|GIF that shows the creation of the Prefabs for the Great Helmet.]]&lt;br /&gt;
At this point import all the files in Unity and now we are going to create the prefabs for them.&lt;br /&gt;
&lt;br /&gt;
Drop all three files (GreatHelmet.fbx - GreatHelmetMale.fbx - GreatHelmetFemale.fbx) inside a scene, create the materials and apply them to all three helmets.&lt;br /&gt;
&lt;br /&gt;
After applying the material Prefab &amp;quot;GreatHelmet&amp;quot; in the Hierarchy as it is, then name it &amp;quot;GreatHelmetInWorld&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Open &amp;quot;GreatHelmetMale&amp;quot; and Prefab its child &amp;quot;GreatHelmet&amp;quot;, then name it &amp;quot;GreatHelmetMaleSkinned&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Open &amp;quot;GreatHelmetFemale&amp;quot; and Prefab its child &amp;quot;GreatHelmet&amp;quot;, then name it &amp;quot;GreatHelmetFemaleSkinned&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
''Notice that the Skinned prefabs we are making have the component &amp;quot;'''SkinnedMeshRenderer&amp;quot;'''''&amp;lt;nowiki/&amp;gt;'''.'''&lt;br /&gt;
&lt;br /&gt;
Refer to the gif on the right for visualizing the process.&lt;br /&gt;
&lt;br /&gt;
At this point we can move forward to the last step, which is the actual creation of the [[Items|Item]]. You can delete the GameObjects we've dropped in the scene, we don't need them anymore.&lt;br /&gt;
&lt;br /&gt;
== Creating the Armor Item ==&lt;br /&gt;
[[File:Cna iteminworld.gif|thumb|GIF that shows the creation of the [[Item In World]] for the GreatHelmet we are creating.]]&lt;br /&gt;
To create a New Armor Item, right click in the Project Window -&amp;gt; Create -&amp;gt; RPG Creation Kit -&amp;gt; Items -&amp;gt; ArmorItem&lt;br /&gt;
&lt;br /&gt;
Name it &amp;quot;''[ARMOR] GreatHelmet''&amp;quot; and leave it for now, we are going to create the '''[[Item In World]]''' first. Drop the Prefab we've just made &amp;quot;GreatHelmetInWorld&amp;quot; in the scene, Reach for the top bar &amp;quot;RPG Creation Kit -&amp;gt; Create New -&amp;gt; Item In World&amp;quot; a window will open.&lt;br /&gt;
&lt;br /&gt;
Drag and drop the &amp;quot;GreatHelmetInWorld&amp;quot; prefab we've just dropped in the scene in the &amp;quot;'''GameObject'''&amp;quot; field, you can edit the other settings as you may wish, I suggest you leave the default ones. Last thing to do is to setting the '''&amp;quot;Item Ref&amp;quot;''' to be the [[Armor Item]] we just created, then click on '''COMPELTE &amp;amp; CLOSE''' and make sure to Update the prefab.&lt;br /&gt;
&lt;br /&gt;
Refer to the gif on the right for visualizing the process.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Great! The last step is to configure the [[Armor Item]], select it and look in the inspector for the &amp;quot;'''Configure Item'''&amp;quot; button, click it and a Window will open.&lt;br /&gt;
&lt;br /&gt;
Set its ID to be '''unique''', I'll have it to be ''GreatHelmet001'' and its name to be ''Great Helmet.''&lt;br /&gt;
&lt;br /&gt;
Look for the upper-right part of the Window, and let's set the:&lt;br /&gt;
&lt;br /&gt;
* '''MaleBipedModel''' to be the ''GreatHelmetMaleSkinned''&lt;br /&gt;
* '''FemaleBipedModel''' to be the ''GreatHelmetFemaleSkinned''&lt;br /&gt;
* '''Both Items In World''' to be ''GreatHelemtInWorld''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The configure the rest of the settings as you place, '''check &amp;quot;Head&amp;quot; in the BipedObject''' (since we're making an Helmet that will cover the head) and also &amp;quot;'''Hide Hair'''&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
[[File:Cnaf1.png|534x534px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Click '''OK''' to save, then reach for the topbar and '''UPDATE THE DATABASES''', to do that reach for the top bar &amp;quot;RPG Creation Kit -&amp;gt; Update All Databases&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Ok we've finished! &lt;br /&gt;
[[File:Cna 111.png|thumb|Remember to regenerate the GUID of any item you drop in the world.]]&lt;br /&gt;
Now you can drop the &amp;quot;''GreatHelmetItemInWorld''&amp;quot; wherever you want it place it. Do it now, I'll drop it in the Cell &amp;quot;Virrihael(0,1)&amp;quot;. After dropping it in the scene look in the Inspector for the '''ItemInWorld Component''', right click on the Component's name and select &amp;quot;'''Regenerate GUIDStr'''&amp;quot; that will make that instance of the helmet unique throughout the whole game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With that out of the way, we can load a savegame from the main menu and reach the point where we dropped the Helmet. You can take it, drop it, equip it and you can make NPCs equip it as well.&lt;br /&gt;
&lt;br /&gt;
⠀&lt;br /&gt;
&lt;br /&gt;
⠀&lt;br /&gt;
&lt;br /&gt;
⠀&lt;br /&gt;
&lt;br /&gt;
⠀&lt;br /&gt;
== Final Result ==&lt;br /&gt;
[[File:Cnavf 1.png|674x674px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Cnavf 2.png|676x676px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Cnavf 3.png|676x676px]]&lt;br /&gt;
&lt;br /&gt;
== Files and Downloads ==&lt;br /&gt;
You can download all the files made in this tutorial [https://drive.google.com/file/d/1-69EfYzsxCxJIfoZFENxjF1WjU1Tv3mC/view?usp=sharing at this link].&lt;br /&gt;
&lt;br /&gt;
Make sure to read the ''LICENSE.txt'' file!&lt;br /&gt;
&lt;br /&gt;
== Video tutorial by Warspawn ==&lt;br /&gt;
https://www.youtube.com/watch?v=tyNBVsXhm7Y&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=Main_Page&amp;diff=723</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=Main_Page&amp;diff=723"/>
		<updated>2025-04-24T08:51:30Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;Welcome to the RPG Creation Kit Documentation.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Latest RPG Creation Kit Version: '''1.9.'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''If you're new to the RPG Creation Kit, see the:'''&lt;br /&gt;
&lt;br /&gt;
[[:Category:Getting Started|'''Getting Started''']] '''page.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Newest Tutorials''' &lt;br /&gt;
&lt;br /&gt;
* [[Creating a New Race]]&lt;br /&gt;
*[[Creating Your First Worldspace]]&lt;br /&gt;
*[[Changing the New Game Starting Location]]&lt;br /&gt;
*[[Creating a New Persistent Reference AI]]&lt;br /&gt;
*[[Creating a New Looting Point]]&lt;br /&gt;
*[[Adding New Animations to NPCs dialogues]]&lt;br /&gt;
*[[Creating a New Creature AI]]&lt;br /&gt;
*[[Creating a New Melee Weapon]]&lt;br /&gt;
*[[Creating a New Armor Item]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Other''' '''Tutorials'''&lt;br /&gt;
&lt;br /&gt;
* [[Items Ownership, Metadata and Stealing]].&lt;br /&gt;
*[[Persistent References]]&lt;br /&gt;
*[[Mutable|Mutables]]&lt;br /&gt;
*[[Interactive Objects]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Special:AllPages|View All Documentation Pages]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Community Made Tutorials'''&lt;br /&gt;
&lt;br /&gt;
The page below contains all the links to videos and articles of tutorials made by the community for the community.&lt;br /&gt;
&lt;br /&gt;
* [[Community Made Tutorials]]&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=Main_Page&amp;diff=722</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=Main_Page&amp;diff=722"/>
		<updated>2025-04-21T08:24:31Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;Welcome to the RPG Creation Kit Documentation.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Latest RPG Creation Kit Version: '''1.9.'''''&lt;br /&gt;
&lt;br /&gt;
If you're new to the RPG Creation Kit, see the:&lt;br /&gt;
&lt;br /&gt;
[[:Category:Getting Started|'''Getting Started''']] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Newest Tutorials''' &lt;br /&gt;
&lt;br /&gt;
* [[Creating a New Race]]&lt;br /&gt;
*[[Creating Your First Worldspace]]&lt;br /&gt;
*[[Changing the New Game Starting Location]]&lt;br /&gt;
*[[Creating a New Persistent Reference AI]]&lt;br /&gt;
*[[Creating a New Looting Point]]&lt;br /&gt;
*[[Adding New Animations to NPCs dialogues]]&lt;br /&gt;
*[[Creating a New Creature AI]]&lt;br /&gt;
*[[Creating a New Melee Weapon]]&lt;br /&gt;
*[[Creating a New Armor Item]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Other''' '''Tutorials'''&lt;br /&gt;
&lt;br /&gt;
* [[Items Ownership, Metadata and Stealing]].&lt;br /&gt;
*[[Persistent References]]&lt;br /&gt;
*[[Mutable|Mutables]]&lt;br /&gt;
*[[Interactive Objects]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Special:AllPages|View All Documentation Pages]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Community Made Tutorials'''&lt;br /&gt;
&lt;br /&gt;
The page below contains all the links to videos and articles of tutorials made by the community for the community.&lt;br /&gt;
&lt;br /&gt;
* [[Community Made Tutorials]]&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=Creating_a_New_Race&amp;diff=721</id>
		<title>Creating a New Race</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=Creating_a_New_Race&amp;diff=721"/>
		<updated>2025-02-15T14:03:23Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: /* Final Considerations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Race 1.png|thumb|The &amp;quot;Human&amp;quot; Race used in the RPG Creation Kit .]]&lt;br /&gt;
In this tutorial we'll discuss an important topic you sooner or later will want to face when working with the RPG Creation Kit, which is Races. Before going on, you should have completed the [[:Category:Getting Started|Getting Started]] section, and at least tried to [[Creating a New Armor Item|create a new armor item]] for the default race. These tutorials will give you a proper understanding on how the RPG Creation Kit works so that you should not have any problems following along with this advanced topic.&lt;br /&gt;
&lt;br /&gt;
A Race is essentially a complex humanoid 3D Model that acts as a base for your humanoid characters. Races define:&lt;br /&gt;
&lt;br /&gt;
* '''Basemesh''': the actual 3D Model.&lt;br /&gt;
* '''Eye Colors''': set of materials you can use to make your characters eye color different.&lt;br /&gt;
* '''Hair Types''': set of 3D Models you can use as hair for your characters.&lt;br /&gt;
* '''Blendshapes''': used to deform the basemesh and create different characters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You want to use a Race when you want the Player Character to be able to use a specific 3D model, or you want an RckAI to have all the functionality the player has like the Equipment System and Character Customization. &lt;br /&gt;
&lt;br /&gt;
For AI that is simpler, meaning they don't need customization, hair or blendshapes, like normal creatures, you should use [[Creating a New Creature AI|Creature AI]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Race define both a Male and Female version of that Race, but you can also just create one of them and leaving the other blank if you only need one gender.&lt;br /&gt;
&lt;br /&gt;
== Premises ==&lt;br /&gt;
Before we start, as the current RPG Creation Kit Version 1.9, you can create as many Races as you want. However, in order to make sure the Equipment System works correctly you need to follow two strict rules:&lt;br /&gt;
&lt;br /&gt;
# '''All 3D Character Model has to use the same rig.'''&lt;br /&gt;
# '''The 3D Character Model mesh has to be split in:'''&lt;br /&gt;
## '''Head'''&lt;br /&gt;
## '''Torso'''&lt;br /&gt;
## '''Arms'''&lt;br /&gt;
## '''Hands'''&lt;br /&gt;
## '''Legs'''&lt;br /&gt;
## '''Feet'''  &lt;br /&gt;
&lt;br /&gt;
This is very important, and missing this step will result in your Race probably being playable and usable, but the Equipment system will not work with it correctly. &lt;br /&gt;
&lt;br /&gt;
I recommend to either use the same rig as the Human race we use in the RCK, or to start from scratch by using one of your rig and sticking with it for all of your characters. Bear in mind that also the '''equipment''' '''models''' themselves have to use the same rig, as we've seen in the [[Creating a New Armor Item]] tutorial. If you haven't read that tutorial yet I '''strongly recommend doing it now before proceeding''', and to try to create an equipment Item for the RCK default character before attempting to create a new Race.&lt;br /&gt;
&lt;br /&gt;
In this tutorial I will use a generic 3D Model, with his own rig and with the mesh that is in one piece, so we will see all the steps in order to convert it in a RCK-friendly model. I will use the RCK default character's rig, so I'll need to convert the new 3D Model to be able to use that rig. I'll also use Blender, although if you're familiar with another software the steps should be pretty similar. &lt;br /&gt;
&lt;br /&gt;
First thing I'll need is the RPG Creation Kit Basemeshes's Rig, that you can find [https://drive.google.com/file/d/1R5c0DPCGQGky-iy4qfeKzS34mGVoUuYy/view at this link].&lt;br /&gt;
&lt;br /&gt;
== Step 1: T-Pose, A-Pose? ==&lt;br /&gt;
The first problem you may stumble upon is the following: your rig is in A-Pose, but your character is in T-Pose (or vice-versa). Also, you may have both your rig in T-Pose or A-Pose, but they may be a little bit different.&lt;br /&gt;
&lt;br /&gt;
In my case the 3D Model I'm using is in T-Pose, and the rig I want to use is in A-Pose:&lt;br /&gt;
[[File:Race 2.png|left|428x428px]]&lt;br /&gt;
[[File:Race 3.png|frameless|428x428px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you can see, the rigs are quite different, and the resting pose is as well. This is probably your case too, and it will be the case for every Race you'll want to setup. &lt;br /&gt;
So '''the first step''' is to convert the '''resting pose''' of the character to '''match the rig I want to use.''' &lt;br /&gt;
&lt;br /&gt;
Open your new 3D Model character in Blender and let's '''append''' the Rig from the RCK Human basemeshes.  &lt;br /&gt;
&lt;br /&gt;
Click on File-&amp;gt;Append, then locate the &amp;quot;Base Male Human.blend&amp;quot; file and click on it. Go in the 'Objects' folder and click on &amp;quot;'''Unity compliant skeleton'''&amp;quot;. Then, click on the blue '''Append''' button: &lt;br /&gt;
&lt;br /&gt;
[[File:Race 10.png|638x638px]]  &lt;br /&gt;
&lt;br /&gt;
You will import only the '''rig''', which is what we're looking for, and you'll be presented with a situation similar to this: &lt;br /&gt;
&lt;br /&gt;
[[File:Race 5.png|643x643px]]  &lt;br /&gt;
&lt;br /&gt;
Now, depending on your 3D Character model, the rig may be bigger or smaller, the point is this: while '''in object mode''' we need to scale the '''original character rig''' in order to match in size with the RCK rig we want to use. A good measure is the eyes bones, make them match with your character: &lt;br /&gt;
[[File:Race 6.png|left|thumb|Make sure to '''Apply All Transforms''' after resizing.]]&lt;br /&gt;
As you can see here, the eyes bone matches with the character, which means the size is correct, and I've also rendered the original rig as black sticks instead of octahedral. This will come handy soon. &lt;br /&gt;
&lt;br /&gt;
'''Once you did this, make sure to click on the character's rig we've just resized and Apply All Transforms by clicking CTRL-A -&amp;gt; Apply All Transforms (while in Object Mode).''' &lt;br /&gt;
&lt;br /&gt;
Now, the objective is to set '''the resting position of our model such that it matches the A-Pose rig we want to use.''' &lt;br /&gt;
&lt;br /&gt;
So now what you need to do select the original character rig (drawn as sticks) and go into pose mode, then, you'll have to move the bones until they match the rig we want to use (now the only one drawn as octahedral).  &lt;br /&gt;
&lt;br /&gt;
You should both rotate and move the bones (by pressing G) in order to achieve a correct alignment, especially for the hands and fingers. Do not be afraid to stretch the model if it's needed.  &lt;br /&gt;
&lt;br /&gt;
My advice is to work on only one side of the character and then mirror the pose for the other side. You can also use 'X-Axis Mirror' which is super useful. &lt;br /&gt;
&lt;br /&gt;
Apply extra patience to align the fingers of the hand, it's a process you only have to do once and if it's done poorly it will have its consequences later.   &lt;br /&gt;
[[File:Race 12.png|thumb|348x348px|Hand aligned with the RCK rig, done by rotating and moving the original character rig in pose mode.]]&lt;br /&gt;
During my process, I found out that it's better to align the spine and chest first, then the legs and at the very end the arms and hands.&lt;br /&gt;
&lt;br /&gt;
Anyways, here's my finished result:&lt;br /&gt;
&lt;br /&gt;
[[File:Race 13.png|597x597px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now for the last thing to do is to '''apply the original armature, in order to set this pose as the model rest pose.'''&lt;br /&gt;
&lt;br /&gt;
Select your mesh and in the modifiers window apply the armature modifier (of the original rig).&lt;br /&gt;
&lt;br /&gt;
Now we can delete the original rig, nothing should break and the 3d model should keep this pose we've just made.&lt;br /&gt;
&lt;br /&gt;
Last thing is to '''parent the new rig with the mesh''', click on the mesh first, then shift select the armature and press CTRL+P, &amp;quot;With Automatic Weight&amp;quot; should give a good enough result, which you can always modify later.&lt;br /&gt;
&lt;br /&gt;
The hardest and maybe the most annoying part is done!&lt;br /&gt;
&lt;br /&gt;
== Step 2: Splitting the Mesh ==&lt;br /&gt;
[[File:Race 14.png|thumb|300x300px|Separating the head.]]&lt;br /&gt;
Now we will split the mesh in the 6 sections I've mentioned before:&lt;br /&gt;
&lt;br /&gt;
*'''Head'''&lt;br /&gt;
* '''Torso'''&lt;br /&gt;
* '''Arms'''&lt;br /&gt;
* '''Hands'''&lt;br /&gt;
* '''Legs'''&lt;br /&gt;
* '''Feet'''  &lt;br /&gt;
&lt;br /&gt;
You can very easily do that by going in Edit mode, selecting the vertices of each section, and then click 'P' to separate. Select '''Separate By Selection.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Repeat this process for every part, you can use the RCK basemeshes as reference for the split points.&lt;br /&gt;
&lt;br /&gt;
[[File:Gifrace1.gif|left|thumb|'''GIF, CLICK TO VIEW''']]&lt;br /&gt;
If your model also have eyes, mouth, tongue, eyelashes, just keep them as separated meshes.&lt;br /&gt;
&lt;br /&gt;
If you want, you can also add blendshapes for the head mesh, in order to be able to create different versions of this model which will allow you to create different NPCs.&lt;br /&gt;
&lt;br /&gt;
This step is optional, but you probably don't want the very same character for different NPCs, so creating different blendshapes that allow you to scale/move the vertices of the head is recommended.&lt;br /&gt;
&lt;br /&gt;
You can always do it later, I'll just create three blendshapes:&lt;br /&gt;
&lt;br /&gt;
'''Eyes Up/Down'''&lt;br /&gt;
&lt;br /&gt;
'''Nose Up/Down'''&lt;br /&gt;
&lt;br /&gt;
'''Lips Up/Down'''&lt;br /&gt;
&lt;br /&gt;
In this way I'll be also able to show you the blendshapes edits in the RCK AI Window later.&lt;br /&gt;
&lt;br /&gt;
Our model is finally ready! For the next step, we'll export the model and import it in the RPG Creation Kit.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Step 3: Exporting the model ==&lt;br /&gt;
Simply export the 3D Model as an FBX with these settings:&lt;br /&gt;
&lt;br /&gt;
[[File:Race 15.png|834x834px]]&lt;br /&gt;
&lt;br /&gt;
Make sure ''''Selected Objects'''&amp;lt;nowiki/&amp;gt;' is disabled, and use '''FBX Units Scale''' as 'Scaling'.&lt;br /&gt;
&lt;br /&gt;
Then, just import the just exported 'MyNewRace.fbx' and its textures in the RCK. &lt;br /&gt;
&lt;br /&gt;
If you did everything correctly the model will be of the right size, which should be very close to the RCK's default characters in my case:&lt;br /&gt;
&lt;br /&gt;
[[File:Rck 16.png|522x522px]]&lt;br /&gt;
&lt;br /&gt;
'''Also make sure to set the &amp;quot;Animation Type&amp;quot; as 'Humanoid' in the Rig tab of the 3d model imported in Unity.''' &lt;br /&gt;
&lt;br /&gt;
We did the hard part! Let's move on.&lt;br /&gt;
&lt;br /&gt;
== Step 4: Setting up the Character in Unity ==&lt;br /&gt;
The next step is to setup the 3D Model to have all the components and sub-objects needed in order to work properly in the RPG Creation Kit. We'll create a prefab that represents the base for all the characters that will use this race.&lt;br /&gt;
&lt;br /&gt;
Search for &amp;quot;CHARACTER_BaseHumanMale&amp;quot; in your Unity Project. Essentially, we'll just mirror the &amp;quot;CHARACTER_BaseHumanMale&amp;quot; components onto our new character.&lt;br /&gt;
&lt;br /&gt;
First of all, I will rename my new 3D Model, now in the scene, &amp;quot;'''CHARACTER_BaseNewRaceMale'''&amp;quot;.&lt;br /&gt;
[[File:Race20.png|thumb|Process of attaching a mesh to the base character.]]&lt;br /&gt;
Secondly, I don't want him to be naked by default, but have an underwear. So what I will do is to '''duplicate the underwear of the default Human, and parent it to the CHARACTER_BaseNewRaceMale.'''&lt;br /&gt;
&lt;br /&gt;
You'll notice that the duplicated underwear model doesn't really move, not even if you try to drag it around, that's because it's attached to the other mesh.&lt;br /&gt;
&lt;br /&gt;
Add a 'AttachToMesh' component to the underwear object we've just duplicated, and set the &amp;quot;Attach To&amp;quot; field to the Legs of the '''CHARACTER_BaseNewRaceMale''' object. Finally, right click on the &amp;quot;Attach To Mesh (Script)&amp;quot; component and select &amp;quot;'''Attach to mesh'''&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
If you did Step 1,2,3 correctly, the underwear mesh will correctly attach to the new character:&lt;br /&gt;
&lt;br /&gt;
[[File:Race21.png|600x600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Awesome!''' This means every other piece of equipment will correctly attach to the new character, because we've exported and rigged him correctly. &lt;br /&gt;
&lt;br /&gt;
'''Important note: for the majority of equipment pieces you should not have clipping''' (equipment clipping through the character's body), because the way the RCK works is that it will '''hide the body when it's completely covered by the equipment piece'''. &lt;br /&gt;
&lt;br /&gt;
So if we're wearing a cuirass that covers the whole upper body, there's no point in rendering the upperbody underneath it.&lt;br /&gt;
&lt;br /&gt;
However, for some items like the underwear itself, and maybe helmets as well, you don't want to disable the mesh that it is only partially covered by the piece of the equipment item. So the item may clip through the new character body. The reason is simple, the items were originally made for the default character model and no matter how similar your new race model looks, it will be different in some ways. There are many ways to fix this, here are two I'd consider:&lt;br /&gt;
&lt;br /&gt;
# '''Add blendshapes to the equipment piece itself (recommended)''': you can make blendshapes on item, in this case the underwear itself to make it shrink/expand, and move in all directions. In this way, when you attach it to your new character (and any new characters you will create) you'll always be able to modify it and correctly adapt it to the new body. And it will work for how many races you will ever want to add.&lt;br /&gt;
# '''Add blendshapes to the body parts themselves:''' you could make blendshapes, for example, on the waist, legs, lower legs, arms, etc, that will shrink the mesh in order for the item mesh to cover the body part appropriately. This probably works as well, but if the race models are different enough it may not work correctly and you'll wish you could move the mesh itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's time to add the components/objects needed for the RPG Creation Kit to correctly recognize the Race. We'll focus on the CHARACTER_BaseNewRaceMale object we have in the scene.&lt;br /&gt;
&lt;br /&gt;
'''First of all, you need an Animator with the Avatar set as your character's new avatar, which is created when you set the 3D Model Rig as Humanoid''', in the .fbx import tab. It should have been added by default by Unity, but if it's not, add it manually.&lt;br /&gt;
&lt;br /&gt;
Next, we'll need some other things:&lt;br /&gt;
&lt;br /&gt;
=== BodyData ===&lt;br /&gt;
Click on your CHARACTER_BaseNewRaceMale object, at this point you should just have as components the &amp;quot;Animator&amp;quot; with the character's Avatar. Let's add a '''BodyData''' component and set it up, the properties are pretty self-explanatory, I've added few arrows just to be extra clear:&lt;br /&gt;
&lt;br /&gt;
[[File:Race22.png|649x649px]]&lt;br /&gt;
&lt;br /&gt;
You can keep the Hair Index, Eye Index and Hair as they are, they serve as the 'defaults' for your race. In this case we have no hair and default eye color.&lt;br /&gt;
&lt;br /&gt;
If you want your base character to also have default hair, you can attach the hair mesh the same way you attached the underwear. Bear in mind that your Hair 3d model '''has to be rigged as well, and the process is the very same of [[Creating a New Armor Item|creating any other equipment]],''' it's just that it's hair instead of a helmet!&lt;br /&gt;
&lt;br /&gt;
Once you filled everything, let's move on!&lt;br /&gt;
&lt;br /&gt;
=== AISounds ===&lt;br /&gt;
Click on your CHARACTER_BaseNewRaceMale object, at this point you should just have as components the &amp;quot;Animator&amp;quot; and the &amp;quot;BodyData&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Let's add a '''AISounds''' component to it, it will allow you to define sounds that the character will emit when hit by a weapon or when he dies:&lt;br /&gt;
&lt;br /&gt;
[[File:Race23.png|352x352px]]&lt;br /&gt;
&lt;br /&gt;
=== Ragdoll ===&lt;br /&gt;
Also add a &amp;quot;Ragdoll (RPG Creation Kit)&amp;quot; component and fill its &amp;quot;Animator&amp;quot; field:&lt;br /&gt;
&lt;br /&gt;
[[File:Race24.png|484x484px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We need to define the actual ragdoll, that will allow us to not only allow the character to die via ragdoll, but to '''also define the hitboxes of the character itself''', so that weapons can hit him. We'll do this later, for now let's keep adding the rest of the needed objects and component.&lt;br /&gt;
&lt;br /&gt;
=== HeadPos ===&lt;br /&gt;
[[File:Race25.png|thumb|322x322px|HeadPos location in the Character hierarchy.]]&lt;br /&gt;
Now we need to add a new object to our character. The &amp;quot;'''HeadPos'''&amp;quot; object is just an empty object placed on the head of the character that has few components on it. It serves the purpose of keeping track of where the head of the Character is, for example, so the player camera can look at that position when he is in dialogue with him&lt;br /&gt;
&lt;br /&gt;
'''You need to place this new object as a child of the Head bone,''' which is under the rig. I underline that it's not the head mesh''', but the head bone.'''&lt;br /&gt;
&lt;br /&gt;
Create a new empty game object and name it exactly '''&amp;quot;HeadPos&amp;quot;''' (without quotes). Look at the image on the right.&lt;br /&gt;
&lt;br /&gt;
Now, we need to add few things to this new HeadPos object:&lt;br /&gt;
&lt;br /&gt;
# '''Set its Tag to be &amp;quot;RPG Creation Kit/Ignore Weapons&amp;quot;.'''&lt;br /&gt;
# '''Set its Layer to be &amp;quot;NPC&amp;quot;.'''&lt;br /&gt;
# '''Add a Box Collider component and edit it so that it fits its face.'''&lt;br /&gt;
# '''Add a 'AIHeadPos' component.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Overall, it should look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Race27.png|659x659px]]&lt;br /&gt;
&lt;br /&gt;
=== LootingPoint ===&lt;br /&gt;
The LootingPoint objects allows the player to loot the character's body when he's dead. It's essentially an empty game object with a CapsuleCollider (defining the area the player has to look at in order to loot) and a script.&lt;br /&gt;
&lt;br /&gt;
Instead of creating it from scratch, you can just duplicate the LootingPoint of the &amp;quot;''CHARACTER_BaseHumanMale''&amp;quot;, located in the Hierarchy:&lt;br /&gt;
&lt;br /&gt;
[[File:Race30.png|592x592px]]&lt;br /&gt;
&lt;br /&gt;
Press CTRL+D to duplicate it and move the duplicated object, &amp;quot;LootingPoint_01&amp;quot;, to our new character's bone '''hips'''.&lt;br /&gt;
&lt;br /&gt;
It needs to be in the Hips bone because we want the CapsuleCollider to follow the ragdoll when the character falls to the ground.&lt;br /&gt;
&lt;br /&gt;
So your setup should look like this, both the &amp;quot;Looting Point&amp;quot; and &amp;quot;Capsule Collider&amp;quot; need to be disabled by default:&lt;br /&gt;
&lt;br /&gt;
[[File:Race31.png|827x827px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Don't worry about the &amp;quot;Test&amp;quot; value as the &amp;quot;Point Name&amp;quot;, it will be replaced by the NPC name during runtime.&lt;br /&gt;
&lt;br /&gt;
=== Actual Ragdoll and HitBoxes ===&lt;br /&gt;
Let's get back on adding the Ragdoll to our new character.&lt;br /&gt;
&lt;br /&gt;
Click on CHARACTER_BaseNewRaceMale in the Hierarchy, then click on &amp;quot;GameObject -&amp;gt; 3D Object -&amp;gt; Ragdoll&amp;quot; to open the Ragdoll wizard:&lt;br /&gt;
&lt;br /&gt;
[[File:Race41.png|865x865px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, you'll need to set all the bones as asked by the Create Ragdoll Wizard:&lt;br /&gt;
[[File:Race42.png|left|thumb|All bones set.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Great, now what should have happened is that Unity automatically added rigidbodies, colliders and joints to these parts. Now we have to do an important step, which is flagging these new colliders as BodyParts.&lt;br /&gt;
&lt;br /&gt;
Select them all at once with CTRL+RIGHT CLICK, first of all you may need to adjust the colliders a little bit to match the 3D model.&lt;br /&gt;
&lt;br /&gt;
Secondly, while '''all are selected you need to do these steps:'''&lt;br /&gt;
&lt;br /&gt;
'''1. Change the objects 'Tag' to &amp;quot;RPG Creation Kit/BodyPart&amp;quot;.'''&lt;br /&gt;
&lt;br /&gt;
'''2. Change the objects 'Layer' to &amp;quot;BodyPart&amp;quot;,''' if it asks you to change children as well, select &amp;quot;No, this object only&amp;quot;'''.'''&lt;br /&gt;
&lt;br /&gt;
'''3. Add a new &amp;quot;BodyPart&amp;quot; component on the objects.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You should have this situation now:&lt;br /&gt;
&lt;br /&gt;
[[File:Race43.png|648x648px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Great, we're almost done.&lt;br /&gt;
&lt;br /&gt;
Now you need to select each bone individually and update the '''&amp;lt;nowiki/&amp;gt;'This Body Part'''' field in the '''BodyPart''' we've just added.&lt;br /&gt;
&lt;br /&gt;
For example, on the 'Hips' you want to select &amp;quot;Chest&amp;quot; as body part, on the 'Head', select &amp;quot;Head&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
This allows the Kit to scale damage appropriately for each body parts, so you can set damage multipliers.&lt;br /&gt;
&lt;br /&gt;
=== Last things ===&lt;br /&gt;
Before going on, we have to do two more things, set the '''Eyes''' and '''Mouth meshes''' of our character as '''child of the 'Head' mesh:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Race45.png]]&lt;br /&gt;
&lt;br /&gt;
If you also have other meshes that should be in the head, like eyeleash or tongue, make sure to set them as child of Head as well.&lt;br /&gt;
&lt;br /&gt;
'''Next, add a 'HeadBlendshapesManager'''' component to the Head mesh itself, and set the &amp;quot;Head Mesh&amp;quot; and &amp;quot;Mouth Mesh&amp;quot; fields appropriately:&lt;br /&gt;
&lt;br /&gt;
[[File:Race47.png|886x886px]]&lt;br /&gt;
&lt;br /&gt;
Leave the rest of the fields empty, we'll talk about them later.&lt;br /&gt;
&lt;br /&gt;
Once you've did that, we've finally finished setting up the character, and we are ready for the next step!&lt;br /&gt;
&lt;br /&gt;
== Step 5: Creating the Race ==&lt;br /&gt;
Now it's time to create the actual Race object.&lt;br /&gt;
&lt;br /&gt;
'''Make a prefab of the CHARACTER_BaseNewRaceMale''' object we've worked on. '''Make sure to set the Prefab Transform Position and rotation to be (0,0,0).'''&lt;br /&gt;
&lt;br /&gt;
Also, '''make a prefab of only the 'Eyes' mesh''', and name it something like &amp;quot;'''MyNewRaceEyesDefault&amp;quot;.''' You should create a new &amp;quot;Race Eyes&amp;quot; asset, Click on &amp;quot;Create-&amp;gt;RPG Creation Kit-&amp;gt;Character-&amp;gt;New Eyes&amp;quot; and configure it such that the Mesh is the Prefab we've just created.&lt;br /&gt;
&lt;br /&gt;
Next, go inside the Project Window and right click on an empty space. Click on &amp;quot;Create-&amp;gt;RPG Creation Kit-&amp;gt;Character-&amp;gt;New Race&amp;quot; to create a new Race Asset. Name it the name of your race, I'll name it &amp;quot;MyNewRace&amp;quot;. Go in the inspector and '''Update the ID to &amp;quot;MyNewRace&amp;quot;''', or any other ID you want to give it.&lt;br /&gt;
&lt;br /&gt;
Then, click on the '''&amp;lt;nowiki/&amp;gt;'Configure Race'''' button, it will bring up the '''Race Editor.'''&lt;br /&gt;
&lt;br /&gt;
In the '''General''' tab, you can set the default attributes for new characters that will use this race.&lt;br /&gt;
&lt;br /&gt;
'''Let's go in BodyData''' and fill some properties. We only have the Male version of this race, so we'll only have to fill that.&lt;br /&gt;
&lt;br /&gt;
'''As &amp;quot;MaleModel&amp;quot;''', set the '''CHARACTER_BaseNewRaceMale prefab''' we've just created.&lt;br /&gt;
&lt;br /&gt;
'''As &amp;quot;Male FPS&amp;quot;''', set the '''&amp;quot;FPS_MaleHuman&amp;quot;''' prefab you'll find in the project window. We'll talk about the FPS Arms later.&lt;br /&gt;
&lt;br /&gt;
'''In 'Eyes Types', add a new Entry and select the eyes you've just created.''' So you don't have a blank list of eyes.&lt;br /&gt;
&lt;br /&gt;
So you should have this situation:&lt;br /&gt;
&lt;br /&gt;
[[File:Race50.png|812x812px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the '''FaceData''' you'll be able to see all the Blendshapes you've created for your head mesh, I have the three I've created:&lt;br /&gt;
&lt;br /&gt;
* '''Eyes Up/Down'''&lt;br /&gt;
&lt;br /&gt;
* '''Nose Up/Down'''&lt;br /&gt;
&lt;br /&gt;
* '''Lips Up/Down'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, click on '''&amp;lt;nowiki/&amp;gt;'SAVE &amp;amp; CLOSE'''' and '''[[Databases|Update All the Databases]],''' to do that, click on the toolbar &amp;quot;RPG Creation Kit -&amp;gt; Update all Databases&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
And we're practically done! Let's test the new race now.  &lt;br /&gt;
&lt;br /&gt;
== Testing the New Race ==&lt;br /&gt;
We'll try to create a new player character that will use this new race.&lt;br /&gt;
&lt;br /&gt;
Open the '''_CharacterCreation_''' scene and highlight the &amp;quot;Character Creation Manager&amp;quot; GameObject.&lt;br /&gt;
&lt;br /&gt;
You'll notice it has a &amp;quot;Character Creation Manager&amp;quot; Component, here we need to add the new Race as a '''Playable Race:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Race51.png|863x863px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With this done, now start the game from the main menu and try to change the race, if you did everything correctly everything should work fine:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Race52.png|758x758px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Race53.png|763x763px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Likewise, you can now create NPCs using this new race:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Race61.png|785x785px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Race60.png|788x788px]]&lt;br /&gt;
&lt;br /&gt;
== Potential Issues ==&lt;br /&gt;
Here I'll list some common issues you may stumble upon:&lt;br /&gt;
&lt;br /&gt;
=== Eyes are looking weird ===&lt;br /&gt;
Most likely you're using an Eyes asset from another race. Make sure the Eyes are the ones of your new character.&lt;br /&gt;
&lt;br /&gt;
=== Clipping with Equipment ===&lt;br /&gt;
It's likely that when you've created the new character with the new race and went in third person, your character body clipped with the equipment.&lt;br /&gt;
&lt;br /&gt;
Now, we'll discuss this properly in the next chapter &amp;quot;Final Considerations&amp;quot;, but the reason why this is happening is because by default the RCK Items do not disable the body underneath it, because it's not really needed for the Demo. &lt;br /&gt;
&lt;br /&gt;
Search for '''&amp;quot;[ARMOR] Leather_Curiass&amp;quot;,''' which is the default armor your character has when starting the demo. Then, click on '''Body Options''' for the '''Male Biped Model''', here you will be able to hide body parts when this item is equipped.&lt;br /&gt;
&lt;br /&gt;
[[File:Race62.png|686x686px]]&lt;br /&gt;
&lt;br /&gt;
You can ignore the &amp;quot;Add new Blendshapes&amp;quot; button, it will be used for a feature that will be added in a next update.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This should fix your issue, but if your character is different enough from the default character, you may still face other issues, like the equipment being a bit offset from the body. We'll explore this topic in the next chapter.&lt;br /&gt;
&lt;br /&gt;
=== When the NPCs using the New Race die, the ragdoll is weird/bugged ===&lt;br /&gt;
This probably happens because when you made the Ragdoll and Hitboxes, you left one or more overlaps between the body parts. Make sure the colliders are on their own and they do not enter each other, otherwise when your characters go ragdoll there will be a collision to resolve that results in a buggy ragdoll death.&lt;br /&gt;
&lt;br /&gt;
== Final Considerations ==&lt;br /&gt;
When you're choosing your 3D models you'll want to use as races in your game, it's not a very good decision to choose models that are too different from each other. You can see this in games like Oblivion and Fallout, although the textures are different, the actual 3D models, especially for the bodies, are all very similar if not the same. &lt;br /&gt;
&lt;br /&gt;
In my case, since I've used MakeHuman to make the original Race, it would have been a good choice for me too keep using that program to create new races, but for this tutorial I've preferred to start from a model that's very similar to what you'll commonly have when downloading a 3D model. We've seen when I've added the underwear mesh, I suggested to add blendshapes to the equipment itself in order to move it and scale it around the new character's body.&lt;br /&gt;
&lt;br /&gt;
So my advice would be sticking with one type of body, changing textures and faces so that you won't have issues with your equipment.&lt;br /&gt;
&lt;br /&gt;
Now, let's return to my character, most of the equipment items fit perfectly, but some do not. In particular, if I try to equip the &amp;quot;Guards&amp;quot; helmet, some of the head will clip out of the helmet, and I just can't hide the head underneath it because it will also hide the eyes that I want the character to be able to see.&lt;br /&gt;
&lt;br /&gt;
As of the current v1.9, there's not an easy fix for this. The only thing you can really do is to adjust your character model in Blender, but this is not a final solution since that adjustment may make another helmet incompatible. That's why it's a good idea to use the very same proportions for all your races. Then, if you want some characters to be taller/smaller than others, you can always scale them afterwards, but making them all the same proportions will ensure all the equipment will be compatible.&lt;br /&gt;
&lt;br /&gt;
However, since I always want to let users do as much as possible, as a next update I'll add a feature that will allow you to edit blendshapes on your equipment items and of your character bodies on a per-item-basis. That means if you have blendshapes that scale the head of your character, you'll be able to define the scale factor when an helmet, for example, is equipped (that would elegantly solve the Guard helmet problem I've explained earlier).&lt;br /&gt;
&lt;br /&gt;
Or, if you have an armor that should be moved a bit forward for a specific race, you'll be able to also set that in the Body Options window (this is the same principle of moving the underwear mesh, but for every possible items that can be equipped at runtime).&lt;br /&gt;
&lt;br /&gt;
Although these will ensure compatibility between different character models, '''still''', you should follow the advice of having similar bodies. So take a good chunk of time to go through all the possible models you could use for races in your game and if you plan on using a software like Daz Genesis, MakeHuman, or any other, it's a good idea to keep using that for all your races.&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=Creating_a_New_Race&amp;diff=720</id>
		<title>Creating a New Race</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=Creating_a_New_Race&amp;diff=720"/>
		<updated>2025-02-15T14:02:58Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: /* Premises */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Race 1.png|thumb|The &amp;quot;Human&amp;quot; Race used in the RPG Creation Kit .]]&lt;br /&gt;
In this tutorial we'll discuss an important topic you sooner or later will want to face when working with the RPG Creation Kit, which is Races. Before going on, you should have completed the [[:Category:Getting Started|Getting Started]] section, and at least tried to [[Creating a New Armor Item|create a new armor item]] for the default race. These tutorials will give you a proper understanding on how the RPG Creation Kit works so that you should not have any problems following along with this advanced topic.&lt;br /&gt;
&lt;br /&gt;
A Race is essentially a complex humanoid 3D Model that acts as a base for your humanoid characters. Races define:&lt;br /&gt;
&lt;br /&gt;
* '''Basemesh''': the actual 3D Model.&lt;br /&gt;
* '''Eye Colors''': set of materials you can use to make your characters eye color different.&lt;br /&gt;
* '''Hair Types''': set of 3D Models you can use as hair for your characters.&lt;br /&gt;
* '''Blendshapes''': used to deform the basemesh and create different characters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You want to use a Race when you want the Player Character to be able to use a specific 3D model, or you want an RckAI to have all the functionality the player has like the Equipment System and Character Customization. &lt;br /&gt;
&lt;br /&gt;
For AI that is simpler, meaning they don't need customization, hair or blendshapes, like normal creatures, you should use [[Creating a New Creature AI|Creature AI]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Race define both a Male and Female version of that Race, but you can also just create one of them and leaving the other blank if you only need one gender.&lt;br /&gt;
&lt;br /&gt;
== Premises ==&lt;br /&gt;
Before we start, as the current RPG Creation Kit Version 1.9, you can create as many Races as you want. However, in order to make sure the Equipment System works correctly you need to follow two strict rules:&lt;br /&gt;
&lt;br /&gt;
# '''All 3D Character Model has to use the same rig.'''&lt;br /&gt;
# '''The 3D Character Model mesh has to be split in:'''&lt;br /&gt;
## '''Head'''&lt;br /&gt;
## '''Torso'''&lt;br /&gt;
## '''Arms'''&lt;br /&gt;
## '''Hands'''&lt;br /&gt;
## '''Legs'''&lt;br /&gt;
## '''Feet'''  &lt;br /&gt;
&lt;br /&gt;
This is very important, and missing this step will result in your Race probably being playable and usable, but the Equipment system will not work with it correctly. &lt;br /&gt;
&lt;br /&gt;
I recommend to either use the same rig as the Human race we use in the RCK, or to start from scratch by using one of your rig and sticking with it for all of your characters. Bear in mind that also the '''equipment''' '''models''' themselves have to use the same rig, as we've seen in the [[Creating a New Armor Item]] tutorial. If you haven't read that tutorial yet I '''strongly recommend doing it now before proceeding''', and to try to create an equipment Item for the RCK default character before attempting to create a new Race.&lt;br /&gt;
&lt;br /&gt;
In this tutorial I will use a generic 3D Model, with his own rig and with the mesh that is in one piece, so we will see all the steps in order to convert it in a RCK-friendly model. I will use the RCK default character's rig, so I'll need to convert the new 3D Model to be able to use that rig. I'll also use Blender, although if you're familiar with another software the steps should be pretty similar. &lt;br /&gt;
&lt;br /&gt;
First thing I'll need is the RPG Creation Kit Basemeshes's Rig, that you can find [https://drive.google.com/file/d/1R5c0DPCGQGky-iy4qfeKzS34mGVoUuYy/view at this link].&lt;br /&gt;
&lt;br /&gt;
== Step 1: T-Pose, A-Pose? ==&lt;br /&gt;
The first problem you may stumble upon is the following: your rig is in A-Pose, but your character is in T-Pose (or vice-versa). Also, you may have both your rig in T-Pose or A-Pose, but they may be a little bit different.&lt;br /&gt;
&lt;br /&gt;
In my case the 3D Model I'm using is in T-Pose, and the rig I want to use is in A-Pose:&lt;br /&gt;
[[File:Race 2.png|left|428x428px]]&lt;br /&gt;
[[File:Race 3.png|frameless|428x428px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you can see, the rigs are quite different, and the resting pose is as well. This is probably your case too, and it will be the case for every Race you'll want to setup. &lt;br /&gt;
So '''the first step''' is to convert the '''resting pose''' of the character to '''match the rig I want to use.''' &lt;br /&gt;
&lt;br /&gt;
Open your new 3D Model character in Blender and let's '''append''' the Rig from the RCK Human basemeshes.  &lt;br /&gt;
&lt;br /&gt;
Click on File-&amp;gt;Append, then locate the &amp;quot;Base Male Human.blend&amp;quot; file and click on it. Go in the 'Objects' folder and click on &amp;quot;'''Unity compliant skeleton'''&amp;quot;. Then, click on the blue '''Append''' button: &lt;br /&gt;
&lt;br /&gt;
[[File:Race 10.png|638x638px]]  &lt;br /&gt;
&lt;br /&gt;
You will import only the '''rig''', which is what we're looking for, and you'll be presented with a situation similar to this: &lt;br /&gt;
&lt;br /&gt;
[[File:Race 5.png|643x643px]]  &lt;br /&gt;
&lt;br /&gt;
Now, depending on your 3D Character model, the rig may be bigger or smaller, the point is this: while '''in object mode''' we need to scale the '''original character rig''' in order to match in size with the RCK rig we want to use. A good measure is the eyes bones, make them match with your character: &lt;br /&gt;
[[File:Race 6.png|left|thumb|Make sure to '''Apply All Transforms''' after resizing.]]&lt;br /&gt;
As you can see here, the eyes bone matches with the character, which means the size is correct, and I've also rendered the original rig as black sticks instead of octahedral. This will come handy soon. &lt;br /&gt;
&lt;br /&gt;
'''Once you did this, make sure to click on the character's rig we've just resized and Apply All Transforms by clicking CTRL-A -&amp;gt; Apply All Transforms (while in Object Mode).''' &lt;br /&gt;
&lt;br /&gt;
Now, the objective is to set '''the resting position of our model such that it matches the A-Pose rig we want to use.''' &lt;br /&gt;
&lt;br /&gt;
So now what you need to do select the original character rig (drawn as sticks) and go into pose mode, then, you'll have to move the bones until they match the rig we want to use (now the only one drawn as octahedral).  &lt;br /&gt;
&lt;br /&gt;
You should both rotate and move the bones (by pressing G) in order to achieve a correct alignment, especially for the hands and fingers. Do not be afraid to stretch the model if it's needed.  &lt;br /&gt;
&lt;br /&gt;
My advice is to work on only one side of the character and then mirror the pose for the other side. You can also use 'X-Axis Mirror' which is super useful. &lt;br /&gt;
&lt;br /&gt;
Apply extra patience to align the fingers of the hand, it's a process you only have to do once and if it's done poorly it will have its consequences later.   &lt;br /&gt;
[[File:Race 12.png|thumb|348x348px|Hand aligned with the RCK rig, done by rotating and moving the original character rig in pose mode.]]&lt;br /&gt;
During my process, I found out that it's better to align the spine and chest first, then the legs and at the very end the arms and hands.&lt;br /&gt;
&lt;br /&gt;
Anyways, here's my finished result:&lt;br /&gt;
&lt;br /&gt;
[[File:Race 13.png|597x597px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now for the last thing to do is to '''apply the original armature, in order to set this pose as the model rest pose.'''&lt;br /&gt;
&lt;br /&gt;
Select your mesh and in the modifiers window apply the armature modifier (of the original rig).&lt;br /&gt;
&lt;br /&gt;
Now we can delete the original rig, nothing should break and the 3d model should keep this pose we've just made.&lt;br /&gt;
&lt;br /&gt;
Last thing is to '''parent the new rig with the mesh''', click on the mesh first, then shift select the armature and press CTRL+P, &amp;quot;With Automatic Weight&amp;quot; should give a good enough result, which you can always modify later.&lt;br /&gt;
&lt;br /&gt;
The hardest and maybe the most annoying part is done!&lt;br /&gt;
&lt;br /&gt;
== Step 2: Splitting the Mesh ==&lt;br /&gt;
[[File:Race 14.png|thumb|300x300px|Separating the head.]]&lt;br /&gt;
Now we will split the mesh in the 6 sections I've mentioned before:&lt;br /&gt;
&lt;br /&gt;
*'''Head'''&lt;br /&gt;
* '''Torso'''&lt;br /&gt;
* '''Arms'''&lt;br /&gt;
* '''Hands'''&lt;br /&gt;
* '''Legs'''&lt;br /&gt;
* '''Feet'''  &lt;br /&gt;
&lt;br /&gt;
You can very easily do that by going in Edit mode, selecting the vertices of each section, and then click 'P' to separate. Select '''Separate By Selection.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Repeat this process for every part, you can use the RCK basemeshes as reference for the split points.&lt;br /&gt;
&lt;br /&gt;
[[File:Gifrace1.gif|left|thumb|'''GIF, CLICK TO VIEW''']]&lt;br /&gt;
If your model also have eyes, mouth, tongue, eyelashes, just keep them as separated meshes.&lt;br /&gt;
&lt;br /&gt;
If you want, you can also add blendshapes for the head mesh, in order to be able to create different versions of this model which will allow you to create different NPCs.&lt;br /&gt;
&lt;br /&gt;
This step is optional, but you probably don't want the very same character for different NPCs, so creating different blendshapes that allow you to scale/move the vertices of the head is recommended.&lt;br /&gt;
&lt;br /&gt;
You can always do it later, I'll just create three blendshapes:&lt;br /&gt;
&lt;br /&gt;
'''Eyes Up/Down'''&lt;br /&gt;
&lt;br /&gt;
'''Nose Up/Down'''&lt;br /&gt;
&lt;br /&gt;
'''Lips Up/Down'''&lt;br /&gt;
&lt;br /&gt;
In this way I'll be also able to show you the blendshapes edits in the RCK AI Window later.&lt;br /&gt;
&lt;br /&gt;
Our model is finally ready! For the next step, we'll export the model and import it in the RPG Creation Kit.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Step 3: Exporting the model ==&lt;br /&gt;
Simply export the 3D Model as an FBX with these settings:&lt;br /&gt;
&lt;br /&gt;
[[File:Race 15.png|834x834px]]&lt;br /&gt;
&lt;br /&gt;
Make sure ''''Selected Objects'''&amp;lt;nowiki/&amp;gt;' is disabled, and use '''FBX Units Scale''' as 'Scaling'.&lt;br /&gt;
&lt;br /&gt;
Then, just import the just exported 'MyNewRace.fbx' and its textures in the RCK. &lt;br /&gt;
&lt;br /&gt;
If you did everything correctly the model will be of the right size, which should be very close to the RCK's default characters in my case:&lt;br /&gt;
&lt;br /&gt;
[[File:Rck 16.png|522x522px]]&lt;br /&gt;
&lt;br /&gt;
'''Also make sure to set the &amp;quot;Animation Type&amp;quot; as 'Humanoid' in the Rig tab of the 3d model imported in Unity.''' &lt;br /&gt;
&lt;br /&gt;
We did the hard part! Let's move on.&lt;br /&gt;
&lt;br /&gt;
== Step 4: Setting up the Character in Unity ==&lt;br /&gt;
The next step is to setup the 3D Model to have all the components and sub-objects needed in order to work properly in the RPG Creation Kit. We'll create a prefab that represents the base for all the characters that will use this race.&lt;br /&gt;
&lt;br /&gt;
Search for &amp;quot;CHARACTER_BaseHumanMale&amp;quot; in your Unity Project. Essentially, we'll just mirror the &amp;quot;CHARACTER_BaseHumanMale&amp;quot; components onto our new character.&lt;br /&gt;
&lt;br /&gt;
First of all, I will rename my new 3D Model, now in the scene, &amp;quot;'''CHARACTER_BaseNewRaceMale'''&amp;quot;.&lt;br /&gt;
[[File:Race20.png|thumb|Process of attaching a mesh to the base character.]]&lt;br /&gt;
Secondly, I don't want him to be naked by default, but have an underwear. So what I will do is to '''duplicate the underwear of the default Human, and parent it to the CHARACTER_BaseNewRaceMale.'''&lt;br /&gt;
&lt;br /&gt;
You'll notice that the duplicated underwear model doesn't really move, not even if you try to drag it around, that's because it's attached to the other mesh.&lt;br /&gt;
&lt;br /&gt;
Add a 'AttachToMesh' component to the underwear object we've just duplicated, and set the &amp;quot;Attach To&amp;quot; field to the Legs of the '''CHARACTER_BaseNewRaceMale''' object. Finally, right click on the &amp;quot;Attach To Mesh (Script)&amp;quot; component and select &amp;quot;'''Attach to mesh'''&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
If you did Step 1,2,3 correctly, the underwear mesh will correctly attach to the new character:&lt;br /&gt;
&lt;br /&gt;
[[File:Race21.png|600x600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Awesome!''' This means every other piece of equipment will correctly attach to the new character, because we've exported and rigged him correctly. &lt;br /&gt;
&lt;br /&gt;
'''Important note: for the majority of equipment pieces you should not have clipping''' (equipment clipping through the character's body), because the way the RCK works is that it will '''hide the body when it's completely covered by the equipment piece'''. &lt;br /&gt;
&lt;br /&gt;
So if we're wearing a cuirass that covers the whole upper body, there's no point in rendering the upperbody underneath it.&lt;br /&gt;
&lt;br /&gt;
However, for some items like the underwear itself, and maybe helmets as well, you don't want to disable the mesh that it is only partially covered by the piece of the equipment item. So the item may clip through the new character body. The reason is simple, the items were originally made for the default character model and no matter how similar your new race model looks, it will be different in some ways. There are many ways to fix this, here are two I'd consider:&lt;br /&gt;
&lt;br /&gt;
# '''Add blendshapes to the equipment piece itself (recommended)''': you can make blendshapes on item, in this case the underwear itself to make it shrink/expand, and move in all directions. In this way, when you attach it to your new character (and any new characters you will create) you'll always be able to modify it and correctly adapt it to the new body. And it will work for how many races you will ever want to add.&lt;br /&gt;
# '''Add blendshapes to the body parts themselves:''' you could make blendshapes, for example, on the waist, legs, lower legs, arms, etc, that will shrink the mesh in order for the item mesh to cover the body part appropriately. This probably works as well, but if the race models are different enough it may not work correctly and you'll wish you could move the mesh itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's time to add the components/objects needed for the RPG Creation Kit to correctly recognize the Race. We'll focus on the CHARACTER_BaseNewRaceMale object we have in the scene.&lt;br /&gt;
&lt;br /&gt;
'''First of all, you need an Animator with the Avatar set as your character's new avatar, which is created when you set the 3D Model Rig as Humanoid''', in the .fbx import tab. It should have been added by default by Unity, but if it's not, add it manually.&lt;br /&gt;
&lt;br /&gt;
Next, we'll need some other things:&lt;br /&gt;
&lt;br /&gt;
=== BodyData ===&lt;br /&gt;
Click on your CHARACTER_BaseNewRaceMale object, at this point you should just have as components the &amp;quot;Animator&amp;quot; with the character's Avatar. Let's add a '''BodyData''' component and set it up, the properties are pretty self-explanatory, I've added few arrows just to be extra clear:&lt;br /&gt;
&lt;br /&gt;
[[File:Race22.png|649x649px]]&lt;br /&gt;
&lt;br /&gt;
You can keep the Hair Index, Eye Index and Hair as they are, they serve as the 'defaults' for your race. In this case we have no hair and default eye color.&lt;br /&gt;
&lt;br /&gt;
If you want your base character to also have default hair, you can attach the hair mesh the same way you attached the underwear. Bear in mind that your Hair 3d model '''has to be rigged as well, and the process is the very same of [[Creating a New Armor Item|creating any other equipment]],''' it's just that it's hair instead of a helmet!&lt;br /&gt;
&lt;br /&gt;
Once you filled everything, let's move on!&lt;br /&gt;
&lt;br /&gt;
=== AISounds ===&lt;br /&gt;
Click on your CHARACTER_BaseNewRaceMale object, at this point you should just have as components the &amp;quot;Animator&amp;quot; and the &amp;quot;BodyData&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Let's add a '''AISounds''' component to it, it will allow you to define sounds that the character will emit when hit by a weapon or when he dies:&lt;br /&gt;
&lt;br /&gt;
[[File:Race23.png|352x352px]]&lt;br /&gt;
&lt;br /&gt;
=== '''Ragdoll''' ===&lt;br /&gt;
Also add a &amp;quot;Ragdoll (RPG Creation Kit)&amp;quot; component and fill its &amp;quot;Animator&amp;quot; field:&lt;br /&gt;
&lt;br /&gt;
[[File:Race24.png|484x484px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We need to define the actual ragdoll, that will allow us to not only allow the character to die via ragdoll, but to '''also define the hitboxes of the character itself''', so that weapons can hit him. We'll do this later, for now let's keep adding the rest of the needed objects and component.&lt;br /&gt;
&lt;br /&gt;
=== '''HeadPos''' ===&lt;br /&gt;
[[File:Race25.png|thumb|322x322px|HeadPos location in the Character hierarchy.]]&lt;br /&gt;
Now we need to add a new object to our character. The &amp;quot;'''HeadPos'''&amp;quot; object is just an empty object placed on the head of the character that has few components on it. It serves the purpose of keeping track of where the head of the Character is, for example, so the player camera can look at that position when he is in dialogue with him&lt;br /&gt;
&lt;br /&gt;
'''You need to place this new object as a child of the Head bone,''' which is under the rig. I underline that it's not the head mesh''', but the head bone.'''&lt;br /&gt;
&lt;br /&gt;
Create a new empty game object and name it exactly '''&amp;quot;HeadPos&amp;quot;''' (without quotes). Look at the image on the right.&lt;br /&gt;
&lt;br /&gt;
Now, we need to add few things to this new HeadPos object:&lt;br /&gt;
&lt;br /&gt;
# '''Set its Tag to be &amp;quot;RPG Creation Kit/Ignore Weapons&amp;quot;.'''&lt;br /&gt;
# '''Set its Layer to be &amp;quot;NPC&amp;quot;.'''&lt;br /&gt;
# '''Add a Box Collider component and edit it so that it fits its face.'''&lt;br /&gt;
# '''Add a 'AIHeadPos' component.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Overall, it should look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Race27.png|659x659px]]&lt;br /&gt;
&lt;br /&gt;
=== LootingPoint ===&lt;br /&gt;
The LootingPoint objects allows the player to loot the character's body when he's dead. It's essentially an empty game object with a CapsuleCollider (defining the area the player has to look at in order to loot) and a script.&lt;br /&gt;
&lt;br /&gt;
Instead of creating it from scratch, you can just duplicate the LootingPoint of the &amp;quot;''CHARACTER_BaseHumanMale''&amp;quot;, located in the Hierarchy:&lt;br /&gt;
&lt;br /&gt;
[[File:Race30.png|592x592px]]&lt;br /&gt;
&lt;br /&gt;
Press CTRL+D to duplicate it and move the duplicated object, &amp;quot;LootingPoint_01&amp;quot;, to our new character's bone '''hips'''.&lt;br /&gt;
&lt;br /&gt;
It needs to be in the Hips bone because we want the CapsuleCollider to follow the ragdoll when the character falls to the ground.&lt;br /&gt;
&lt;br /&gt;
So your setup should look like this, both the &amp;quot;Looting Point&amp;quot; and &amp;quot;Capsule Collider&amp;quot; need to be disabled by default:&lt;br /&gt;
&lt;br /&gt;
[[File:Race31.png|827x827px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Don't worry about the &amp;quot;Test&amp;quot; value as the &amp;quot;Point Name&amp;quot;, it will be replaced by the NPC name during runtime.&lt;br /&gt;
&lt;br /&gt;
=== Actual Ragdoll and HitBoxes ===&lt;br /&gt;
Let's get back on adding the Ragdoll to our new character.&lt;br /&gt;
&lt;br /&gt;
Click on CHARACTER_BaseNewRaceMale in the Hierarchy, then click on &amp;quot;GameObject -&amp;gt; 3D Object -&amp;gt; Ragdoll&amp;quot; to open the Ragdoll wizard:&lt;br /&gt;
&lt;br /&gt;
[[File:Race41.png|865x865px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, you'll need to set all the bones as asked by the Create Ragdoll Wizard:&lt;br /&gt;
[[File:Race42.png|left|thumb|All bones set.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Great, now what should have happened is that Unity automatically added rigidbodies, colliders and joints to these parts. Now we have to do an important step, which is flagging these new colliders as BodyParts.&lt;br /&gt;
&lt;br /&gt;
Select them all at once with CTRL+RIGHT CLICK, first of all you may need to adjust the colliders a little bit to match the 3D model.&lt;br /&gt;
&lt;br /&gt;
Secondly, while '''all are selected you need to do these steps:'''&lt;br /&gt;
&lt;br /&gt;
'''1. Change the objects 'Tag' to &amp;quot;RPG Creation Kit/BodyPart&amp;quot;.'''&lt;br /&gt;
&lt;br /&gt;
'''2. Change the objects 'Layer' to &amp;quot;BodyPart&amp;quot;,''' if it asks you to change children as well, select &amp;quot;No, this object only&amp;quot;'''.'''&lt;br /&gt;
&lt;br /&gt;
'''3. Add a new &amp;quot;BodyPart&amp;quot; component on the objects.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You should have this situation now:&lt;br /&gt;
&lt;br /&gt;
[[File:Race43.png|648x648px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Great, we're almost done.&lt;br /&gt;
&lt;br /&gt;
Now you need to select each bone individually and update the '''&amp;lt;nowiki/&amp;gt;'This Body Part'''' field in the '''BodyPart''' we've just added.&lt;br /&gt;
&lt;br /&gt;
For example, on the 'Hips' you want to select &amp;quot;Chest&amp;quot; as body part, on the 'Head', select &amp;quot;Head&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
This allows the Kit to scale damage appropriately for each body parts, so you can set damage multipliers.&lt;br /&gt;
&lt;br /&gt;
=== Last things ===&lt;br /&gt;
Before going on, we have to do two more things, set the '''Eyes''' and '''Mouth meshes''' of our character as '''child of the 'Head' mesh:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Race45.png]]&lt;br /&gt;
&lt;br /&gt;
If you also have other meshes that should be in the head, like eyeleash or tongue, make sure to set them as child of Head as well.&lt;br /&gt;
&lt;br /&gt;
'''Next, add a 'HeadBlendshapesManager'''' component to the Head mesh itself, and set the &amp;quot;Head Mesh&amp;quot; and &amp;quot;Mouth Mesh&amp;quot; fields appropriately:&lt;br /&gt;
&lt;br /&gt;
[[File:Race47.png|886x886px]]&lt;br /&gt;
&lt;br /&gt;
Leave the rest of the fields empty, we'll talk about them later.&lt;br /&gt;
&lt;br /&gt;
Once you've did that, we've finally finished setting up the character, and we are ready for the next step!&lt;br /&gt;
&lt;br /&gt;
== Step 5: Creating the Race ==&lt;br /&gt;
Now it's time to create the actual Race object.&lt;br /&gt;
&lt;br /&gt;
'''Make a prefab of the CHARACTER_BaseNewRaceMale''' object we've worked on. '''Make sure to set the Prefab Transform Position and rotation to be (0,0,0).'''&lt;br /&gt;
&lt;br /&gt;
Also, '''make a prefab of only the 'Eyes' mesh''', and name it something like &amp;quot;'''MyNewRaceEyesDefault&amp;quot;.''' You should create a new &amp;quot;Race Eyes&amp;quot; asset, Click on &amp;quot;Create-&amp;gt;RPG Creation Kit-&amp;gt;Character-&amp;gt;New Eyes&amp;quot; and configure it such that the Mesh is the Prefab we've just created.&lt;br /&gt;
&lt;br /&gt;
Next, go inside the Project Window and right click on an empty space. Click on &amp;quot;Create-&amp;gt;RPG Creation Kit-&amp;gt;Character-&amp;gt;New Race&amp;quot; to create a new Race Asset. Name it the name of your race, I'll name it &amp;quot;MyNewRace&amp;quot;. Go in the inspector and '''Update the ID to &amp;quot;MyNewRace&amp;quot;''', or any other ID you want to give it.&lt;br /&gt;
&lt;br /&gt;
Then, click on the '''&amp;lt;nowiki/&amp;gt;'Configure Race'''' button, it will bring up the '''Race Editor.'''&lt;br /&gt;
&lt;br /&gt;
In the '''General''' tab, you can set the default attributes for new characters that will use this race.&lt;br /&gt;
&lt;br /&gt;
'''Let's go in BodyData''' and fill some properties. We only have the Male version of this race, so we'll only have to fill that.&lt;br /&gt;
&lt;br /&gt;
'''As &amp;quot;MaleModel&amp;quot;''', set the '''CHARACTER_BaseNewRaceMale prefab''' we've just created.&lt;br /&gt;
&lt;br /&gt;
'''As &amp;quot;Male FPS&amp;quot;''', set the '''&amp;quot;FPS_MaleHuman&amp;quot;''' prefab you'll find in the project window. We'll talk about the FPS Arms later.&lt;br /&gt;
&lt;br /&gt;
'''In 'Eyes Types', add a new Entry and select the eyes you've just created.''' So you don't have a blank list of eyes.&lt;br /&gt;
&lt;br /&gt;
So you should have this situation:&lt;br /&gt;
&lt;br /&gt;
[[File:Race50.png|812x812px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the '''FaceData''' you'll be able to see all the Blendshapes you've created for your head mesh, I have the three I've created:&lt;br /&gt;
&lt;br /&gt;
* '''Eyes Up/Down'''&lt;br /&gt;
&lt;br /&gt;
* '''Nose Up/Down'''&lt;br /&gt;
&lt;br /&gt;
* '''Lips Up/Down'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, click on '''&amp;lt;nowiki/&amp;gt;'SAVE &amp;amp; CLOSE'''' and '''[[Databases|Update All the Databases]],''' to do that, click on the toolbar &amp;quot;RPG Creation Kit -&amp;gt; Update all Databases&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
And we're practically done! Let's test the new race now.  &lt;br /&gt;
&lt;br /&gt;
== Testing the New Race ==&lt;br /&gt;
We'll try to create a new player character that will use this new race.&lt;br /&gt;
&lt;br /&gt;
Open the '''_CharacterCreation_''' scene and highlight the &amp;quot;Character Creation Manager&amp;quot; GameObject.&lt;br /&gt;
&lt;br /&gt;
You'll notice it has a &amp;quot;Character Creation Manager&amp;quot; Component, here we need to add the new Race as a '''Playable Race:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Race51.png|863x863px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With this done, now start the game from the main menu and try to change the race, if you did everything correctly everything should work fine:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Race52.png|758x758px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Race53.png|763x763px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Likewise, you can now create NPCs using this new race:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Race61.png|785x785px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Race60.png|788x788px]]&lt;br /&gt;
&lt;br /&gt;
== Potential Issues ==&lt;br /&gt;
Here I'll list some common issues you may stumble upon:&lt;br /&gt;
&lt;br /&gt;
=== Eyes are looking weird ===&lt;br /&gt;
Most likely you're using an Eyes asset from another race. Make sure the Eyes are the ones of your new character.&lt;br /&gt;
&lt;br /&gt;
=== Clipping with Equipment ===&lt;br /&gt;
It's likely that when you've created the new character with the new race and went in third person, your character body clipped with the equipment.&lt;br /&gt;
&lt;br /&gt;
Now, we'll discuss this properly in the next chapter &amp;quot;Final Considerations&amp;quot;, but the reason why this is happening is because by default the RCK Items do not disable the body underneath it, because it's not really needed for the Demo. &lt;br /&gt;
&lt;br /&gt;
Search for '''&amp;quot;[ARMOR] Leather_Curiass&amp;quot;,''' which is the default armor your character has when starting the demo. Then, click on '''Body Options''' for the '''Male Biped Model''', here you will be able to hide body parts when this item is equipped.&lt;br /&gt;
&lt;br /&gt;
[[File:Race62.png|686x686px]]&lt;br /&gt;
&lt;br /&gt;
You can ignore the &amp;quot;Add new Blendshapes&amp;quot; button, it will be used for a feature that will be added in a next update.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This should fix your issue, but if your character is different enough from the default character, you may still face other issues, like the equipment being a bit offset from the body. We'll explore this topic in the next chapter.&lt;br /&gt;
&lt;br /&gt;
=== When the NPCs using the New Race die, the ragdoll is weird/bugged ===&lt;br /&gt;
This probably happens because when you made the Ragdoll and Hitboxes, you left one or more overlaps between the body parts. Make sure the colliders are on their own and they do not enter each other, otherwise when your characters go ragdoll there will be a collision to resolve that results in a buggy ragdoll death.&lt;br /&gt;
&lt;br /&gt;
== Final Considerations ==&lt;br /&gt;
When you're choosing your 3D models you'll want to use as races in your game, it's not a very good decision to choose models that are too different from each other. You can see this in games like Oblivion and Fallout, although the textures are different, the actual 3D models, especially for the bodies, are all very similar if not the same. &lt;br /&gt;
&lt;br /&gt;
In my case, since I've used MakeHuman to make the original Race, it would have been a good choice for me too keep using that program to create new races, but for this tutorial I've preferred to start from a model that's very similar to what you'll commonly have when downloading a 3D model. We've seen when I've added the underwear mesh, I suggested to add blendshapes to the equipment itself in order to move it and scale it around the new character's body.&lt;br /&gt;
&lt;br /&gt;
So my advice would be sticking with one type of body, changing textures and faces so that you won't have issues with your equipment.&lt;br /&gt;
&lt;br /&gt;
Now, let's return to my character, most of the equipment items fit perfectly, but some do not. In particular, if I try to equip the &amp;quot;Guards&amp;quot; helmet, some of the head will clip out of the helmet, and I just can't hide the head underneath it because it will also hide the eyes that I want the character to be able to see.&lt;br /&gt;
&lt;br /&gt;
As of the current v1.9, there's not an easy fix for this. The only thing you can really do is to adjust your character model in Blender, but this is not a final solution since that adjustment may make another helmet incompatible. That's why it's a good idea to use the very same proportions for all your races. Then, if you want some characters to be taller/smaller than others, you can always scale them afterwards, but making them all the same proportions will ensure all the equipment will be compatible.&lt;br /&gt;
&lt;br /&gt;
However, since I always want to let users do as much as possible, as a next update I'll add a feature that will allow you to edit blendshapes on your equipment items and of your character bodies on a per-item-basis. That means if you have blendshapes that scale the head of your character, you'll be able to define the scale factor when an helmet, for example, is equipped (that would elegantly solve the Guard helmet problem I've explained earlier).&lt;br /&gt;
&lt;br /&gt;
Or, if you have an armor that should be moved a bit forward for a specific race, you'll be able to also set that in the Body Options window (this is the same principle of moving the underwear mesh, but for every possible items that can be equipped at runtime).&lt;br /&gt;
&lt;br /&gt;
Although these will ensure compatibility between different character models, '''still''', you should follow the advice of having similar bodies. So take a good chunk of time to go through all the possible models you could use for races in your game and if you plan on using a software like Daz Genesis, MakeHuman, or any other, it's a good idea to keep using that for all your races.&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
	<entry>
		<id>https://silvematt.com/URPGCreationKitDocumentation/index.php?title=Creating_a_New_Race&amp;diff=719</id>
		<title>Creating a New Race</title>
		<link rel="alternate" type="text/html" href="https://silvematt.com/URPGCreationKitDocumentation/index.php?title=Creating_a_New_Race&amp;diff=719"/>
		<updated>2025-02-15T14:01:08Z</updated>

		<summary type="html">&lt;p&gt;Silvematt: /* Final Considerations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Race 1.png|thumb|The &amp;quot;Human&amp;quot; Race used in the RPG Creation Kit .]]&lt;br /&gt;
In this tutorial we'll discuss an important topic you sooner or later will want to face when working with the RPG Creation Kit, which is Races. Before going on, you should have completed the [[:Category:Getting Started|Getting Started]] section, and at least tried to [[Creating a New Armor Item|create a new armor item]] for the default race. These tutorials will give you a proper understanding on how the RPG Creation Kit works so that you should not have any problems following along with this advanced topic.&lt;br /&gt;
&lt;br /&gt;
A Race is essentially a complex humanoid 3D Model that acts as a base for your humanoid characters. Races define:&lt;br /&gt;
&lt;br /&gt;
* '''Basemesh''': the actual 3D Model.&lt;br /&gt;
* '''Eye Colors''': set of materials you can use to make your characters eye color different.&lt;br /&gt;
* '''Hair Types''': set of 3D Models you can use as hair for your characters.&lt;br /&gt;
* '''Blendshapes''': used to deform the basemesh and create different characters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You want to use a Race when you want the Player Character to be able to use a specific 3D model, or you want an RckAI to have all the functionality the player has like the Equipment System and Character Customization. &lt;br /&gt;
&lt;br /&gt;
For AI that is simpler, meaning they don't need customization, hair or blendshapes, like normal creatures, you should use [[Creating a New Creature AI|Creature AI]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Race define both a Male and Female version of that Race, but you can also just create one of them and leaving the other blank if you only need one gender.&lt;br /&gt;
&lt;br /&gt;
== Premises ==&lt;br /&gt;
Before we start, as the current RPG Creation Kit Version 1.9, you can create as many Races as you want. However, in order to make sure the Equipment System works correctly you need to follow two strict rules:&lt;br /&gt;
&lt;br /&gt;
# '''All 3D Character Model has to use the same rig.'''&lt;br /&gt;
# '''The 3D Character Model mesh has to be split in:'''&lt;br /&gt;
## '''Head'''&lt;br /&gt;
## '''Torso'''&lt;br /&gt;
## '''Arms'''&lt;br /&gt;
## '''Hands'''&lt;br /&gt;
## '''Legs'''&lt;br /&gt;
## '''Feet'''  &lt;br /&gt;
&lt;br /&gt;
This is very important, and missing this step will result in your Race probably being playable and usable, but the Equipment system will not work with it correctly. &lt;br /&gt;
&lt;br /&gt;
I recommend to either use the same rig as the Human race we use in the RCK, or to start from scratch by using one of your rig and sticking with it for all of your characters. Bear in mind that also the '''equipment''' '''models''' themselves have to use the same rig, as we've seen in the [[Creating a New Armor Item]] tutorial. If you haven't read that tutorial yet I '''strongly recommend doing it now before proceeding''', and to try to create an equipment Item for the RCK default character before attempting to create a new Race.&lt;br /&gt;
&lt;br /&gt;
In this tutorial I will use a generic 3D Model, with his own rig and with the mesh that is in one piece, so we will see all the steps in order to convert it in a RCK-friendly model. I will use the RCK default character's rig, so I'll need to convert the new 3D Model to be able to use that rig. I'll also use Blender, although if you're familiar with another software the steps should be pretty similar. &lt;br /&gt;
&lt;br /&gt;
First thing I'll need is the RPG Creation Kit Basemeshes's Rig, that you can find [https://drive.google.com/file/d/1R5c0DPCGQGky-iy4qfeKzS34mGVoUuYy/view at this link].&lt;br /&gt;
&lt;br /&gt;
== Step 1: T-Pose, A-Pose? ==&lt;br /&gt;
The first problem you may stumble upon is the following: your rig is in A-Pose, but your character is in T-Pose (or vice-versa). Also, you may have both your rig in T-Pose or A-Pose, but they may be a little bit different.&lt;br /&gt;
&lt;br /&gt;
In my case the 3D Model I'm using is in T-Pose, and the rig I want to use is in A-Pose:&lt;br /&gt;
[[File:Race 2.png|left|428x428px]]&lt;br /&gt;
[[File:Race 3.png|frameless|428x428px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you can see, the rigs are quite different, and the resting pose is as well. This is probably your case too, and it will be the case for every Race you'll want to setup. &lt;br /&gt;
So '''the first step''' is to convert the '''resting pose''' of the character to '''match the rig I want to use.''' &lt;br /&gt;
&lt;br /&gt;
Open your new 3D Model character in Blender and let's '''append''' the Rig from the RCK Human basemeshes.  &lt;br /&gt;
&lt;br /&gt;
Click on File-&amp;gt;Append, then locate the &amp;quot;Base Male Human.blend&amp;quot; file and click on it. Go in the 'Objects' folder and click on &amp;quot;'''Unity compliant skeleton'''&amp;quot;. Then, click on the blue '''Append''' button: &lt;br /&gt;
&lt;br /&gt;
[[File:Race 10.png|638x638px]]  &lt;br /&gt;
&lt;br /&gt;
You will import only the '''rig''', which is what we're looking for, and you'll be presented with a situation similar to this: &lt;br /&gt;
&lt;br /&gt;
[[File:Race 5.png|643x643px]]  &lt;br /&gt;
&lt;br /&gt;
Now, depending on your 3D Character model, the rig may be bigger or smaller, the point is this: while '''in object mode''' we need to scale the '''original character rig''' in order to match in size with the RCK rig we want to use. A good measure is the eyes bones, make them match with your character: &lt;br /&gt;
[[File:Race 6.png|left|thumb|Make sure to '''Apply All Transforms''' after resizing.]]&lt;br /&gt;
As you can see here, the eyes bone matches with the character, which means the size is correct, and I've also rendered the original rig as black sticks instead of octahedral. This will come handy soon. &lt;br /&gt;
&lt;br /&gt;
'''Once you did this, make sure to click on the character's rig we've just resized and Apply All Transforms by clicking CTRL-A -&amp;gt; Apply All Transforms (while in Object Mode).''' &lt;br /&gt;
&lt;br /&gt;
Now, the objective is to set '''the resting position of our model such that it matches the A-Pose rig we want to use.''' &lt;br /&gt;
&lt;br /&gt;
So now what you need to do select the original character rig (drawn as sticks) and go into pose mode, then, you'll have to move the bones until they match the rig we want to use (now the only one drawn as octahedral).  &lt;br /&gt;
&lt;br /&gt;
You should both rotate and move the bones (by pressing G) in order to achieve a correct alignment, especially for the hands and fingers. Do not be afraid to stretch the model if it's needed.  &lt;br /&gt;
&lt;br /&gt;
My advice is to work on only one side of the character and then mirror the pose for the other side. You can also use 'X-Axis Mirror' which is super useful. &lt;br /&gt;
&lt;br /&gt;
Apply extra patience to align the fingers of the hand, it's a process you only have to do once and if it's done poorly it will have its consequences later.   &lt;br /&gt;
[[File:Race 12.png|thumb|348x348px|Hand aligned with the RCK rig, done by rotating and moving the original character rig in pose mode.]]&lt;br /&gt;
During my process, I found out that it's better to align the spine and chest first, then the legs and at the very end the arms and hands.&lt;br /&gt;
&lt;br /&gt;
Anyways, here's my finished result:&lt;br /&gt;
&lt;br /&gt;
[[File:Race 13.png|597x597px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now for the last thing to do is to '''apply the original armature, in order to set this pose as the model rest pose.'''&lt;br /&gt;
&lt;br /&gt;
Select your mesh and in the modifiers window apply the armature modifier (of the original rig).&lt;br /&gt;
&lt;br /&gt;
Now we can delete the original rig, nothing should break and the 3d model should keep this pose we've just made.&lt;br /&gt;
&lt;br /&gt;
Last thing is to '''parent the new rig with the mesh''', click on the mesh first, then shift select the armature and press CTRL+P, &amp;quot;With Automatic Weight&amp;quot; should give a good enough result, which you can always modify later.&lt;br /&gt;
&lt;br /&gt;
The hardest and maybe the most annoying part is done!&lt;br /&gt;
&lt;br /&gt;
== Step 2: Splitting the Mesh ==&lt;br /&gt;
[[File:Race 14.png|thumb|300x300px|Separating the head.]]&lt;br /&gt;
Now we will split the mesh in the 6 sections I've mentioned before:&lt;br /&gt;
&lt;br /&gt;
*'''Head'''&lt;br /&gt;
* '''Torso'''&lt;br /&gt;
* '''Arms'''&lt;br /&gt;
* '''Hands'''&lt;br /&gt;
* '''Legs'''&lt;br /&gt;
* '''Feet'''  &lt;br /&gt;
&lt;br /&gt;
You can very easily do that by going in Edit mode, selecting the vertices of each section, and then click 'P' to separate. Select '''Separate By Selection.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Repeat this process for every part, you can use the RCK basemeshes as reference for the split points.&lt;br /&gt;
&lt;br /&gt;
[[File:Gifrace1.gif|left|thumb|'''GIF, CLICK TO VIEW''']]&lt;br /&gt;
If your model also have eyes, mouth, tongue, eyelashes, just keep them as separated meshes.&lt;br /&gt;
&lt;br /&gt;
If you want, you can also add blendshapes for the head mesh, in order to be able to create different versions of this model which will allow you to create different NPCs.&lt;br /&gt;
&lt;br /&gt;
This step is optional, but you probably don't want the very same character for different NPCs, so creating different blendshapes that allow you to scale/move the vertices of the head is recommended.&lt;br /&gt;
&lt;br /&gt;
You can always do it later, I'll just create three blendshapes:&lt;br /&gt;
&lt;br /&gt;
'''Eyes Up/Down'''&lt;br /&gt;
&lt;br /&gt;
'''Nose Up/Down'''&lt;br /&gt;
&lt;br /&gt;
'''Lips Up/Down'''&lt;br /&gt;
&lt;br /&gt;
In this way I'll be also able to show you the blendshapes edits in the RCK AI Window later.&lt;br /&gt;
&lt;br /&gt;
Our model is finally ready! For the next step, we'll export the model and import it in the RPG Creation Kit.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Step 3: Exporting the model ==&lt;br /&gt;
Simply export the 3D Model as an FBX with these settings:&lt;br /&gt;
&lt;br /&gt;
[[File:Race 15.png|834x834px]]&lt;br /&gt;
&lt;br /&gt;
Make sure ''''Selected Objects'''&amp;lt;nowiki/&amp;gt;' is disabled, and use '''FBX Units Scale''' as 'Scaling'.&lt;br /&gt;
&lt;br /&gt;
Then, just import the just exported 'MyNewRace.fbx' and its textures in the RCK. &lt;br /&gt;
&lt;br /&gt;
If you did everything correctly the model will be of the right size, which should be very close to the RCK's default characters in my case:&lt;br /&gt;
&lt;br /&gt;
[[File:Rck 16.png|522x522px]]&lt;br /&gt;
&lt;br /&gt;
'''Also make sure to set the &amp;quot;Animation Type&amp;quot; as 'Humanoid' in the Rig tab of the 3d model imported in Unity.''' &lt;br /&gt;
&lt;br /&gt;
We did the hard part! Let's move on.&lt;br /&gt;
&lt;br /&gt;
== Step 4: Setting up the Character in Unity ==&lt;br /&gt;
The next step is to setup the 3D Model to have all the components and sub-objects needed in order to work properly in the RPG Creation Kit. We'll create a prefab that represents the base for all the characters that will use this race.&lt;br /&gt;
&lt;br /&gt;
Search for &amp;quot;CHARACTER_BaseHumanMale&amp;quot; in your Unity Project. Essentially, we'll just mirror the &amp;quot;CHARACTER_BaseHumanMale&amp;quot; components onto our new character.&lt;br /&gt;
&lt;br /&gt;
First of all, I will rename my new 3D Model, now in the scene, &amp;quot;'''CHARACTER_BaseNewRaceMale'''&amp;quot;.&lt;br /&gt;
[[File:Race20.png|thumb|Process of attaching a mesh to the base character.]]&lt;br /&gt;
Secondly, I don't want him to be naked by default, but have an underwear. So what I will do is to '''duplicate the underwear of the default Human, and parent it to the CHARACTER_BaseNewRaceMale.'''&lt;br /&gt;
&lt;br /&gt;
You'll notice that the duplicated underwear model doesn't really move, not even if you try to drag it around, that's because it's attached to the other mesh.&lt;br /&gt;
&lt;br /&gt;
Add a 'AttachToMesh' component to the underwear object we've just duplicated, and set the &amp;quot;Attach To&amp;quot; field to the Legs of the '''CHARACTER_BaseNewRaceMale''' object. Finally, right click on the &amp;quot;Attach To Mesh (Script)&amp;quot; component and select &amp;quot;'''Attach to mesh'''&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
If you did Step 1,2,3 correctly, the underwear mesh will correctly attach to the new character:&lt;br /&gt;
&lt;br /&gt;
[[File:Race21.png|600x600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Awesome!''' This means every other piece of equipment will correctly attach to the new character, because we've exported and rigged him correctly. &lt;br /&gt;
&lt;br /&gt;
'''Important note: for the majority of equipment pieces you should not have clipping''' (equipment clipping through the character's body), because the way the RCK works is that it will '''hide the body when it's completely covered by the equipment piece'''. &lt;br /&gt;
&lt;br /&gt;
So if we're wearing a cuirass that covers the whole upper body, there's no point in rendering the upperbody underneath it.&lt;br /&gt;
&lt;br /&gt;
However, for some items like the underwear itself, and maybe helmets as well, you don't want to disable the mesh that it is only partially covered by the piece of the equipment item. So the item may clip through the new character body. The reason is simple, the items were originally made for the default character model and no matter how similar your new race model looks, it will be different in some ways. There are many ways to fix this, here are two I'd consider:&lt;br /&gt;
&lt;br /&gt;
# '''Add blendshapes to the equipment piece itself (recommended)''': you can make blendshapes on item, in this case the underwear itself to make it shrink/expand, and move in all directions. In this way, when you attach it to your new character (and any new characters you will create) you'll always be able to modify it and correctly adapt it to the new body. And it will work for how many races you will ever want to add.&lt;br /&gt;
# '''Add blendshapes to the body parts themselves:''' you could make blendshapes, for example, on the waist, legs, lower legs, arms, etc, that will shrink the mesh in order for the item mesh to cover the body part appropriately. This probably works as well, but if the race models are different enough it may not work correctly and you'll wish you could move the mesh itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's time to add the components/objects needed for the RPG Creation Kit to correctly recognize the Race. We'll focus on the CHARACTER_BaseNewRaceMale object we have in the scene.&lt;br /&gt;
&lt;br /&gt;
'''First of all, you need an Animator with the Avatar set as your character's new avatar, which is created when you set the 3D Model Rig as Humanoid''', in the .fbx import tab. It should have been added by default by Unity, but if it's not, add it manually.&lt;br /&gt;
&lt;br /&gt;
Next, we'll need some other things:&lt;br /&gt;
&lt;br /&gt;
=== BodyData ===&lt;br /&gt;
Click on your CHARACTER_BaseNewRaceMale object, at this point you should just have as components the &amp;quot;Animator&amp;quot; with the character's Avatar. Let's add a '''BodyData''' component and set it up, the properties are pretty self-explanatory, I've added few arrows just to be extra clear:&lt;br /&gt;
&lt;br /&gt;
[[File:Race22.png|649x649px]]&lt;br /&gt;
&lt;br /&gt;
You can keep the Hair Index, Eye Index and Hair as they are, they serve as the 'defaults' for your race. In this case we have no hair and default eye color.&lt;br /&gt;
&lt;br /&gt;
If you want your base character to also have default hair, you can attach the hair mesh the same way you attached the underwear. Bear in mind that your Hair 3d model '''has to be rigged as well, and the process is the very same of [[Creating a New Armor Item|creating any other equipment]],''' it's just that it's hair instead of a helmet!&lt;br /&gt;
&lt;br /&gt;
Once you filled everything, let's move on!&lt;br /&gt;
&lt;br /&gt;
=== AISounds ===&lt;br /&gt;
Click on your CHARACTER_BaseNewRaceMale object, at this point you should just have as components the &amp;quot;Animator&amp;quot; and the &amp;quot;BodyData&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Let's add a '''AISounds''' component to it, it will allow you to define sounds that the character will emit when hit by a weapon or when he dies:&lt;br /&gt;
&lt;br /&gt;
[[File:Race23.png|352x352px]]&lt;br /&gt;
&lt;br /&gt;
=== '''Ragdoll''' ===&lt;br /&gt;
Also add a &amp;quot;Ragdoll (RPG Creation Kit)&amp;quot; component and fill its &amp;quot;Animator&amp;quot; field:&lt;br /&gt;
&lt;br /&gt;
[[File:Race24.png|484x484px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We need to define the actual ragdoll, that will allow us to not only allow the character to die via ragdoll, but to '''also define the hitboxes of the character itself''', so that weapons can hit him. We'll do this later, for now let's keep adding the rest of the needed objects and component.&lt;br /&gt;
&lt;br /&gt;
=== '''HeadPos''' ===&lt;br /&gt;
[[File:Race25.png|thumb|322x322px|HeadPos location in the Character hierarchy.]]&lt;br /&gt;
Now we need to add a new object to our character. The &amp;quot;'''HeadPos'''&amp;quot; object is just an empty object placed on the head of the character that has few components on it. It serves the purpose of keeping track of where the head of the Character is, for example, so the player camera can look at that position when he is in dialogue with him&lt;br /&gt;
&lt;br /&gt;
'''You need to place this new object as a child of the Head bone,''' which is under the rig. I underline that it's not the head mesh''', but the head bone.'''&lt;br /&gt;
&lt;br /&gt;
Create a new empty game object and name it exactly '''&amp;quot;HeadPos&amp;quot;''' (without quotes). Look at the image on the right.&lt;br /&gt;
&lt;br /&gt;
Now, we need to add few things to this new HeadPos object:&lt;br /&gt;
&lt;br /&gt;
# '''Set its Tag to be &amp;quot;RPG Creation Kit/Ignore Weapons&amp;quot;.'''&lt;br /&gt;
# '''Set its Layer to be &amp;quot;NPC&amp;quot;.'''&lt;br /&gt;
# '''Add a Box Collider component and edit it so that it fits its face.'''&lt;br /&gt;
# '''Add a 'AIHeadPos' component.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Overall, it should look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Race27.png|659x659px]]&lt;br /&gt;
&lt;br /&gt;
=== LootingPoint ===&lt;br /&gt;
The LootingPoint objects allows the player to loot the character's body when he's dead. It's essentially an empty game object with a CapsuleCollider (defining the area the player has to look at in order to loot) and a script.&lt;br /&gt;
&lt;br /&gt;
Instead of creating it from scratch, you can just duplicate the LootingPoint of the &amp;quot;''CHARACTER_BaseHumanMale''&amp;quot;, located in the Hierarchy:&lt;br /&gt;
&lt;br /&gt;
[[File:Race30.png|592x592px]]&lt;br /&gt;
&lt;br /&gt;
Press CTRL+D to duplicate it and move the duplicated object, &amp;quot;LootingPoint_01&amp;quot;, to our new character's bone '''hips'''.&lt;br /&gt;
&lt;br /&gt;
It needs to be in the Hips bone because we want the CapsuleCollider to follow the ragdoll when the character falls to the ground.&lt;br /&gt;
&lt;br /&gt;
So your setup should look like this, both the &amp;quot;Looting Point&amp;quot; and &amp;quot;Capsule Collider&amp;quot; need to be disabled by default:&lt;br /&gt;
&lt;br /&gt;
[[File:Race31.png|827x827px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Don't worry about the &amp;quot;Test&amp;quot; value as the &amp;quot;Point Name&amp;quot;, it will be replaced by the NPC name during runtime.&lt;br /&gt;
&lt;br /&gt;
=== Actual Ragdoll and HitBoxes ===&lt;br /&gt;
Let's get back on adding the Ragdoll to our new character.&lt;br /&gt;
&lt;br /&gt;
Click on CHARACTER_BaseNewRaceMale in the Hierarchy, then click on &amp;quot;GameObject -&amp;gt; 3D Object -&amp;gt; Ragdoll&amp;quot; to open the Ragdoll wizard:&lt;br /&gt;
&lt;br /&gt;
[[File:Race41.png|865x865px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, you'll need to set all the bones as asked by the Create Ragdoll Wizard:&lt;br /&gt;
[[File:Race42.png|left|thumb|All bones set.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Great, now what should have happened is that Unity automatically added rigidbodies, colliders and joints to these parts. Now we have to do an important step, which is flagging these new colliders as BodyParts.&lt;br /&gt;
&lt;br /&gt;
Select them all at once with CTRL+RIGHT CLICK, first of all you may need to adjust the colliders a little bit to match the 3D model.&lt;br /&gt;
&lt;br /&gt;
Secondly, while '''all are selected you need to do these steps:'''&lt;br /&gt;
&lt;br /&gt;
'''1. Change the objects 'Tag' to &amp;quot;RPG Creation Kit/BodyPart&amp;quot;.'''&lt;br /&gt;
&lt;br /&gt;
'''2. Change the objects 'Layer' to &amp;quot;BodyPart&amp;quot;,''' if it asks you to change children as well, select &amp;quot;No, this object only&amp;quot;'''.'''&lt;br /&gt;
&lt;br /&gt;
'''3. Add a new &amp;quot;BodyPart&amp;quot; component on the objects.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You should have this situation now:&lt;br /&gt;
&lt;br /&gt;
[[File:Race43.png|648x648px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Great, we're almost done.&lt;br /&gt;
&lt;br /&gt;
Now you need to select each bone individually and update the '''&amp;lt;nowiki/&amp;gt;'This Body Part'''' field in the '''BodyPart''' we've just added.&lt;br /&gt;
&lt;br /&gt;
For example, on the 'Hips' you want to select &amp;quot;Chest&amp;quot; as body part, on the 'Head', select &amp;quot;Head&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
This allows the Kit to scale damage appropriately for each body parts, so you can set damage multipliers.&lt;br /&gt;
&lt;br /&gt;
=== Last things ===&lt;br /&gt;
Before going on, we have to do two more things, set the '''Eyes''' and '''Mouth meshes''' of our character as '''child of the 'Head' mesh:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Race45.png]]&lt;br /&gt;
&lt;br /&gt;
If you also have other meshes that should be in the head, like eyeleash or tongue, make sure to set them as child of Head as well.&lt;br /&gt;
&lt;br /&gt;
'''Next, add a 'HeadBlendshapesManager'''' component to the Head mesh itself, and set the &amp;quot;Head Mesh&amp;quot; and &amp;quot;Mouth Mesh&amp;quot; fields appropriately:&lt;br /&gt;
&lt;br /&gt;
[[File:Race47.png|886x886px]]&lt;br /&gt;
&lt;br /&gt;
Leave the rest of the fields empty, we'll talk about them later.&lt;br /&gt;
&lt;br /&gt;
Once you've did that, we've finally finished setting up the character, and we are ready for the next step!&lt;br /&gt;
&lt;br /&gt;
== Step 5: Creating the Race ==&lt;br /&gt;
Now it's time to create the actual Race object.&lt;br /&gt;
&lt;br /&gt;
'''Make a prefab of the CHARACTER_BaseNewRaceMale''' object we've worked on. '''Make sure to set the Prefab Transform Position and rotation to be (0,0,0).'''&lt;br /&gt;
&lt;br /&gt;
Also, '''make a prefab of only the 'Eyes' mesh''', and name it something like &amp;quot;'''MyNewRaceEyesDefault&amp;quot;.''' You should create a new &amp;quot;Race Eyes&amp;quot; asset, Click on &amp;quot;Create-&amp;gt;RPG Creation Kit-&amp;gt;Character-&amp;gt;New Eyes&amp;quot; and configure it such that the Mesh is the Prefab we've just created.&lt;br /&gt;
&lt;br /&gt;
Next, go inside the Project Window and right click on an empty space. Click on &amp;quot;Create-&amp;gt;RPG Creation Kit-&amp;gt;Character-&amp;gt;New Race&amp;quot; to create a new Race Asset. Name it the name of your race, I'll name it &amp;quot;MyNewRace&amp;quot;. Go in the inspector and '''Update the ID to &amp;quot;MyNewRace&amp;quot;''', or any other ID you want to give it.&lt;br /&gt;
&lt;br /&gt;
Then, click on the '''&amp;lt;nowiki/&amp;gt;'Configure Race'''' button, it will bring up the '''Race Editor.'''&lt;br /&gt;
&lt;br /&gt;
In the '''General''' tab, you can set the default attributes for new characters that will use this race.&lt;br /&gt;
&lt;br /&gt;
'''Let's go in BodyData''' and fill some properties. We only have the Male version of this race, so we'll only have to fill that.&lt;br /&gt;
&lt;br /&gt;
'''As &amp;quot;MaleModel&amp;quot;''', set the '''CHARACTER_BaseNewRaceMale prefab''' we've just created.&lt;br /&gt;
&lt;br /&gt;
'''As &amp;quot;Male FPS&amp;quot;''', set the '''&amp;quot;FPS_MaleHuman&amp;quot;''' prefab you'll find in the project window. We'll talk about the FPS Arms later.&lt;br /&gt;
&lt;br /&gt;
'''In 'Eyes Types', add a new Entry and select the eyes you've just created.''' So you don't have a blank list of eyes.&lt;br /&gt;
&lt;br /&gt;
So you should have this situation:&lt;br /&gt;
&lt;br /&gt;
[[File:Race50.png|812x812px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the '''FaceData''' you'll be able to see all the Blendshapes you've created for your head mesh, I have the three I've created:&lt;br /&gt;
&lt;br /&gt;
* '''Eyes Up/Down'''&lt;br /&gt;
&lt;br /&gt;
* '''Nose Up/Down'''&lt;br /&gt;
&lt;br /&gt;
* '''Lips Up/Down'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, click on '''&amp;lt;nowiki/&amp;gt;'SAVE &amp;amp; CLOSE'''' and '''[[Databases|Update All the Databases]],''' to do that, click on the toolbar &amp;quot;RPG Creation Kit -&amp;gt; Update all Databases&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
And we're practically done! Let's test the new race now.  &lt;br /&gt;
&lt;br /&gt;
== Testing the New Race ==&lt;br /&gt;
We'll try to create a new player character that will use this new race.&lt;br /&gt;
&lt;br /&gt;
Open the '''_CharacterCreation_''' scene and highlight the &amp;quot;Character Creation Manager&amp;quot; GameObject.&lt;br /&gt;
&lt;br /&gt;
You'll notice it has a &amp;quot;Character Creation Manager&amp;quot; Component, here we need to add the new Race as a '''Playable Race:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Race51.png|863x863px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With this done, now start the game from the main menu and try to change the race, if you did everything correctly everything should work fine:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Race52.png|758x758px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Race53.png|763x763px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Likewise, you can now create NPCs using this new race:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Race61.png|785x785px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Race60.png|788x788px]]&lt;br /&gt;
&lt;br /&gt;
== Potential Issues ==&lt;br /&gt;
Here I'll list some common issues you may stumble upon:&lt;br /&gt;
&lt;br /&gt;
=== Eyes are looking weird ===&lt;br /&gt;
Most likely you're using an Eyes asset from another race. Make sure the Eyes are the ones of your new character.&lt;br /&gt;
&lt;br /&gt;
=== Clipping with Equipment ===&lt;br /&gt;
It's likely that when you've created the new character with the new race and went in third person, your character body clipped with the equipment.&lt;br /&gt;
&lt;br /&gt;
Now, we'll discuss this properly in the next chapter &amp;quot;Final Considerations&amp;quot;, but the reason why this is happening is because by default the RCK Items do not disable the body underneath it, because it's not really needed for the Demo. &lt;br /&gt;
&lt;br /&gt;
Search for '''&amp;quot;[ARMOR] Leather_Curiass&amp;quot;,''' which is the default armor your character has when starting the demo. Then, click on '''Body Options''' for the '''Male Biped Model''', here you will be able to hide body parts when this item is equipped.&lt;br /&gt;
&lt;br /&gt;
[[File:Race62.png|686x686px]]&lt;br /&gt;
&lt;br /&gt;
You can ignore the &amp;quot;Add new Blendshapes&amp;quot; button, it will be used for a feature that will be added in a next update.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This should fix your issue, but if your character is different enough from the default character, you may still face other issues, like the equipment being a bit offset from the body. We'll explore this topic in the next chapter.&lt;br /&gt;
&lt;br /&gt;
=== '''When the NPCs using the New Race die, the ragdoll is weird/bugged''' ===&lt;br /&gt;
This probably happens because when you made the Ragdoll and Hitboxes, you left one or more overlaps between the body parts. Make sure the colliders are on their own and they do not enter each other, otherwise when your characters go ragdoll there will be a collision to resolve that results in a buggy ragdoll death.&lt;br /&gt;
&lt;br /&gt;
== Final Considerations ==&lt;br /&gt;
When you're choosing your 3D models you'll want to use as races in your game, it's not a very good decision to choose models that are too different from each other. You can see this in games like Oblivion and Fallout, although the textures are different, the actual 3D models, especially for the bodies, are all very similar if not the same. &lt;br /&gt;
&lt;br /&gt;
In my case, since I've used MakeHuman to make the original Race, it would have been a good choice for me too keep using that program to create new races, but for this tutorial I've preferred to start from a model that's very similar to what you'll commonly have when downloading a 3D model. We've seen when I've added the underwear mesh, I suggested to add blendshapes to the equipment itself in order to move it and scale it around the new character's body.&lt;br /&gt;
&lt;br /&gt;
So my advice would be sticking with one type of body, changing textures and faces so that you won't have issues with your equipment.&lt;br /&gt;
&lt;br /&gt;
Now, let's return to my character, most of the equipment items fit perfectly, but some do not. In particular, if I try to equip the &amp;quot;Guards&amp;quot; helmet, some of the head will clip out of the helmet, and I just can't hide the head underneath it because it will also hide the eyes that I want the character to be able to see.&lt;br /&gt;
&lt;br /&gt;
As of the current v1.9, there's not an easy fix for this. The only thing you can really do is to adjust your character model in Blender, but this is not a final solution since that adjustment may make another helmet incompatible. That's why it's a good idea to use the very same proportions for all your races. Then, if you want some characters to be taller/smaller than others, you can always scale them afterwards, but making them all the same proportions will ensure all the equipment will be compatible.&lt;br /&gt;
&lt;br /&gt;
However, since I always want to let users do as much as possible, as a next update I'll add a feature that will allow you to edit blendshapes on your equipment items and of your character bodies on a per-item-basis. That means if you have blendshapes that scale the head of your character, you'll be able to define the scale factor when an helmet, for example, is equipped (that would elegantly solve the Guard helmet problem I've explained earlier).&lt;br /&gt;
&lt;br /&gt;
Or, if you have an armor that should be moved a bit forward for a specific race, you'll be able to also set that in the Body Options window (this is the same principle of moving the underwear mesh, but for every possible items that can be equipped at runtime).&lt;br /&gt;
&lt;br /&gt;
Although these will ensure compatibility between different character models, '''still''', you should follow the advice of having similar bodies. So take a good chunk of time to go through all the possible models you could use for races in your game and if you plan on using a software like Daz Genesis, MakeHuman, or any other, it's a good idea to keep using that for all your races.&lt;/div&gt;</summary>
		<author><name>Silvematt</name></author>
	</entry>
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