From 0f43bfea897afe1af745ef6059f1b00fea4ad50d Mon Sep 17 00:00:00 2001 From: Tom Ruisseau Date: Thu, 18 Jul 2024 14:28:11 +0200 Subject: [PATCH] script path --- src/Doc/Steps/props.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/Doc/Steps/props.md b/src/Doc/Steps/props.md index 3960853..272c94c 100644 --- a/src/Doc/Steps/props.md +++ b/src/Doc/Steps/props.md @@ -34,8 +34,8 @@ To create a new prop prefab, the game object needs some mandatory components : - **A mesh** : The visual representation of the prop. - **Accurate colliders** : The colliders must be as close as possible to the mesh, to avoid overlapping with other props. They need to have ```SimObjPhysics``` as tag. - **A box collider** : It will be used to check which nodes are containing the prop, it doesn't need to be accurate. However, it needs to be on the ```Ignore Raycast``` layer and to have the ```BoundingBox``` tag. -- **```props.cs``` script** : You need to attach this script to the prop, link the prop's perfab and the bounding box collider. You also need to set the prop's type from a list. -- **```PropsSpawner.cs``` script (optional)** : If the prop is a spawner, you need to attach this script to the prop. Then, link the list of prefabs to spawn, as well as the list of spawn points' transforms, and indicate the type of the prop. +- **```props.cs``` script** : You need to attach this script to the prop, link the prop's perfab and the bounding box collider. You also need to set the prop's type from a list. It is located in ```Assets/Scripts/Pro-Gen/Props```. +- **```PropsSpawner.cs``` script (optional)** : If the prop is a spawner, you need to attach this script to the prop. Then, link the list of prefabs to spawn, as well as the list of spawn points' transforms, and indicate the type of the prop. It is located in ```Assets/Scripts/Pro-Gen/Props```.
Prefab components example