Importing Game Assets with Filebase!
I recently needed to upgrade the assets in the 2.5D project I’ve been working on, and ended up using GameDevHQ’s Filebase. As a brief overview, Filebase is a Unity plugin that offers access to a wide range of game-ready assets for use in your projects. It’s included within the GameDevHQ course I’m doing but you can also get access to it directly here if it’d be of interest (nb. this is a paid service, but does include lifetime access).
With the Unity project you want to add it to open, double-click the Unity package file in your downloads and follow the installation process. Once this is finished, you should see a ‘Filebase’ tab between Component and Window in the editor:
Clicking Filebase > Open will open a web interface within the editor, and will most likely ask for you to sign in before using it. I then navigated to Tutorial > Starter Files, then imported the 2.5D starter file. This admittedly included some scripts which conflicted with my current ones, but you can choose to not import these scripts or (as I ended up doing) import them and sort them into a different namespace. I’ll touch on this latter option in another article, but one of the main practical things this allows for is the ability to have multiple scripts with the same name (but refer to a specific one by using the namespace it belongs to).
The main thing I needed for the project was a model to use for the player’s avatar. Hopping back into Filebase, we can use the search dropdown and navigate to 3D > Characters > Humans then pick and download a model we want to use (I personally opted for ‘Male 13’ (man in business attire)).
Over in our Project view, we can expand some of the new folders to find the assets for our newly-imported avatar (GameDevHQ > Filebase > 3D > Characters > Humans > [your character]). The main object I’m looking to use is the one under the ‘Prefab’ folder. I dragged this into my Hierarchy, made it a child object of my Player GameObject (which has the character controller and Player script attached) and adjusted it accordingly. With this done, you should have a fully-rigged character model currently in a T-pose. For those unfamiliar with the term, ‘rigging’ refers to the process of creating the bone structure of a 3D model, which in this case should mean it’s ready for us to apply some humanoid animations. I’ll cover animating this model in a subsequent article shortly 😉