Use FPS Mesh Tool when a third-person skinned character mesh should be processed into a first-person-compatible prefab for an Ultimate Character Controller character that needs separate first-person rendering or body-part visibility.

Prepare the source character

  1. Back up the project and keep the unmodified source model and prefab.
  2. Verify the source rig, Avatar, materials, blend shapes, and Animator in a normal Unity scene.
  3. Build and test the Ultimate Character Controller character in third person before processing the mesh.
  4. Open Window > FPS Mesh Tool and follow the tool’s current workflow to create its processed prefab and generated mesh/material assets.

FPS Mesh Tool owns mesh processing. Ultimate Character Controller owns the character hierarchy, First Person Objects, Item Slots, camera, States, and perspective switching. Do not process the only copy of a production prefab.

Connect the processed result to Ultimate Character Controller

  1. Build or update the UCC character with First or Both perspective support.
  2. Import FPS Mesh Tool’s supplied UCC.unitypackage integration after both products compile. Confirm UCC FPS Material Controller (UCCFPSMaterialController) is available.
  3. Add that component to the character root containing Ultimate Character Locomotion. It uses GetComponent and listens to perspective, respawn, and look events on that same GameObject; putting it only on a child model does not connect those events.
  4. Configure its inherited renderer/material lists and Hide In First Person choices for the processed mesh. This is the provider’s perspective material-switching route. If the design also uses separate first-person arms, configure those through the normal UCC First Person Objects setup.
  5. Match Item Slot IDs with the Character Items and visible arms/body, and configure materials, shadows, and camera layers. Placing a processed model under First Person Objects alone does not wire the provider’s material controller.
  6. Build one simple item and verify equip, use, perspective switch, death, and respawn before converting the full loadout.

The UCC catalog links a provider video; the provider tool distributes the actual material-switching bridge in UCC.unitypackage. Use the installed FPS Mesh Tool workflow for generating meshes and materials, then connect its root material controller as above.

Verify in Play Mode

  1. Switch between first and third person while idle and moving.
  2. Confirm the first-person result has no missing renderer, doubled body, exposed hidden faces, pink material, or incorrect shadow.
  3. Equip and use one item and confirm arms, item, and Animator remain aligned.
  4. Test crouch, jump, camera pitch, death, and respawn for clipping or stale renderer state.
  5. Make a target-platform build to verify generated meshes and materials are included.

Troubleshooting

Symptom Check Fix
Body parts appear twice or do not switch materials in first person. Check the original/processed renderers, UCC FPS Material Controller, and its root placement. Put the provider controller beside Ultimate Character Locomotion and configure its renderer/material lists and Hide In First Person choices so each perspective has the intended visible path.
The item or arms are offset. Check First Person Objects hierarchy, Item Slot ID, Avatar, and Animator Controller. Rebuild the hierarchy with matching slots and align the visible item under the correct first-person parent.
Materials are pink or shadows are wrong. Check active render pipeline and the generated material/shader route. Convert or regenerate materials for the active pipeline and retest in a build.
A later model import breaks the processed prefab. Check whether the source mesh, bones, or generated assets were replaced. Preserve generated assets and rerun the tool deliberately from the updated source model.