TOPWATERGAMES

德鲁伊与召唤伙伴 / 快速入门

开启你的森林之旅。

按顺序观看 3 分 20 秒的入门指南,或直接跳到所需步骤。14 个章节涵盖导入、自定义、伙伴、特效和重复使用。

正在加载教程…

视频说明和文字稿为英语。章节导航使用你选择的语言。无旁白。

按照自己的节奏学习。

00:00 · Start here

From a fresh URP project to your first customized summon.

Pause to follow along, or choose a chapter below the player.

Druid & Summons v0.31

On-screen instructions with actual Unity renders. No narration.

00:08 · Choose the matching edition

Create a Universal 3D / URP project in the editor you plan to use.

Tested editors: 2022.3.62f3, 6000.0.84f1, 6000.3.26f1 and 6000.5.10f1.

Choose ONE matching package. Do not import multiple editions over each other.

2022.3: URP 14.0.12 / 6.0: 17.0.4 / 6.3: 17.3.0 / 6.5: 17.5.0

No paid third-party dependencies. Blender is optional.

00:24 · Import the full package

Choose Assets > Import Package > Custom Package and select your archive.

Import all checked assets under Assets/DruidKit and wait for compilation to finish.

For a store download, use Package Manager > My Assets to download and import.

Assets/DruidKit/Documentation/

Use the included README and Customer Guide for your editor edition.

00:38 · Open the workshop

Open DruidWorkshop and enter Play mode.

If no pipeline is assigned, select GrovePipeline in Project Settings > Graphics and any active Quality override.

Use Linear color space in Player > Other Settings for the demonstrated lighting.

Assets/DruidKit/Scenes/DruidWorkshop.unity

Pipeline: Assets/DruidKit/Settings/GrovePipeline.asset

00:54 · Customize your Druid

Use the workshop controls to switch Wayfarer, Grove Sage and Bark Warden outfits.

Try Bald, Wild Knot or Willow Flow hair, plus headgear and eye designs.

Beard, cloak and staff are optional. Willow Flow uses a clean-shaven face.

DruidCustomizer / SetOutfit · SetAppearance · SetAccessories

The staff remains enabled in these outfit previews.

01:10 · Make the colors your own

Choose Forest, Autumn, Moonlit or Heather as a starting palette.

Adjust individual color channels for cloth, skin, hair, magic and other materials.

Selections belong to each instance; shared material assets stay unchanged.

DruidCustomizer.ApplyPalette(index) / SetColor(channel, color)

Appearance changes in Play mode are temporary.

01:22 · Keep a look in your game

Stop Play mode before saving your preferred look.

Create a Prefab Variant from a configured prefab in Assets/DruidKit/Prefabs. Save it in your own folder.

Adjust the variant customizer in the Inspector, then use it in a lit URP scene.

Use configured prefabs; raw FBXs do not include the runtime setup.

Keep the supplied Animator, materials and effect components.

01:36 · Choose a companion

Select a companion in the workshop. Switch between natural and spectral forms.

Try the natural coat presets or adjust spectral tint and opacity.

Treant and TreantWild are separate prefabs. Deer antlers and nature-being foliage are optional.

AnimalCustomizer.SetForm(...) / SetCoatIndex(0..2)

Beaver, Rabbit and Deer include movement and lifecycle clips, not attacks.

01:50 · Summon with wind and leaves

In the workshop, use the summon control with your selected companion.

For integration, give NatureSummon the Druid Animator, companion Transform and NatureVortex reference.

Call CallCompanion(). Use SetCompanion(...) to choose a different target.

NatureSummon / CallCompanion()

The companion starts hidden, then materializes in its selected colors.

02:06 · Grow a Treant

Select the Original or Wild Treant and summon it.

The same NatureSummon flow uses TreantGrowth to unfold the tree from a seedling.

Growth and materialization are runtime effects, separate from the 61 authored clips.

TreantGrowth / Sample(progress) / Complete()

Shown at native speed. No editor asset or animation is modified.

02:18 · Cast a staff spell

Use Cast in the workshop on the Druid or Bloom Sage.

StaffSpellCaster.Cast() starts the timed gem charge, release and spell effect.

Assign aimTarget to aim at a Transform; otherwise the spell travels forward.

StaffSpellCaster / Cast() / onSpellReleased

Provide your own targeting, hit detection and damage logic.

02:34 · Try the companion attacks

Wolf bites; Bear has low and standing swipes. Treant can punch or slam.

TreantCombat.Attack(true) triggers the slam and timed root wave.

BriarLauncher.Fire() releases a physical SeedProjectile during its attack.

TreantCombat / BriarLauncher / SeedProjectile

The Customer Guide explains impact timing and the seed damage interface.

02:48 · Hit, death and reuse

Use Hit, Death, Despawn and Reset in the workshop.

CombatLife.Hit() recoils. Die() plays the death clip, then dissolves if enabled. Despawn() dissolves directly.

For pooling, call ResetForReuse() and activate the GameObject. Appearance settings are retained.

CombatLife / Hit() · Die() · Despawn() · ResetForReuse()

All ten rigs have hit and death clips. Your game supplies the health system.

03:06 · Sources, animation index and help

The pack contains 61 in-place Generic clips across ten rigs. Your game supplies world movement and navigation.

Extract Source/Blender_source.zip outside Unity Assets for optional source editing.

Use the online animation index to jump directly to a clip or effect.

topwater-games.pages.dev/druid-animations

Support: topwatergamesdev@gmail.com