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Slots, dyes and content

Slots and draw order (within the head)

Slot Content Layer
Eye Eye color, glowing eyes 2
FaceHair Beards 4
Mask Face cloth, masks, faceplates 5
Hair Hair styles 6
Helmet Helmets, hats, hoods 8
Ornament Horns, halo, hair flower (shown over any hair or helmet) 9

Under a helmet that covers the head, tall hairstyles (crests, quiffs, buns, flames) switch to a trimmed version so nothing pokes through. The crown, headband and feather band leave the top open and keep the full hairstyle.

Body slots: Top (Cloth), Pants (Pant), Armor (Armor), Cape (Back). Weapon slots: Main hand (WeaponRight), Off hand (WeaponLeft). Recipes use the names in code font.

Dye palettes and skin tones

Dyes: crimson, ember, gold, forest, teal, azure, violet, rose, brown, charcoal, ivory, or #RRGGBB for a custom color.

Skin tones: pale, tan, brown, dark, orc, undead, demon, frost.

Glow colors of the glowing eyes are kept when other parts are dyed, and change when the eyes themselves are dyed.

Content

Kind Count
Parts 187 (Armor 14, Back 15, Top 19, Eyes 16, Beard 10, Hair 34, Helmet 27, Mask 18, Ornament 10, Pants 24)
Weapons and shields 85
Example heroes 55
Motions 12 per weapon style, 9 weapon styles
Dye palettes 11, plus any custom color
Skin tones 8
Projectiles 4

Folder layout

Folder Content
Documentation/ License, notices and a link to this manual
Editor/ Catalog, animation and export tools (editor only)
Generated/ Catalog, animator controller and clips, icons, prebuilt weapon turns, dye material
Parts/, Weapons/, Projectiles/ Part, weapon and projectile images
Rig/ Rig definition (rig.json), base body, guides, motion data
Runtime/ Runtime scripts (PixelUnitStudio.Runtime assembly)
Samples/ Game sample and runtime assembly sample
Scenes/ Hero editor scene and rig preview
Shaders/ Dye sprite shader
Tests/ Edit mode tests (needs the Test Framework package)
Units/ Saved heroes and the custom action library (your saves go here too)
LegionBasePack.asset The package's content pack