I originally couldn't figure out the reason this was happening, so I painstakingly replaced each vertex in the already skinned mesh by hand in the model.txt file. If your hat does not have a bone, it will be counted as a static mesh and the game will crash when you try to replace any of the models. (This is necessary because most hats use "skinned mesh renderers" in Unity. If you did it correctly, your mesh will be outline in red, the bone in orange, and there will be an option that says "Armature Deform -> with Automatic Weights". Select your mesh, then "Ctrl + Right Click" on the bone and hit "Ctrl + P". Next we will parent the custom hat to the single bone. Hit enter and check all 3 boxes in the bottom left. ![]() Then press Spacebar and type "Apply Object Transform". Next, go ahead and click on your custom mesh and name it something fitting such as "wizard_hat". I will be covering custom textures and materials in a different tutorial or as an update to this one since it's a bit more advanced. ![]() This tutorial will not be covering custom textures and materials, so there is no need to UV map your mesh, as we will be using the default player color as the material. I've gone ahead and modeled a wizard hat. If you haven't already, you can now use this reference to model your hat knowing exactly what location it will appear at in-game.
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