The Characters component allows to define an object as a character. A Character can be moved around using the appropriate Actions. You can also tweak different properties such as if the character can walk, run, its speed and more

Since version 0.2.5 a character can also perform one of multiple gestures, such as waving its hand, picking an object, drinking a potion, ... And be in one of multiple states, such as crouched, injured and so on.

Since version 0.2.6 a character can also Jump.

Character Properties

The Character's properties is divided into two big sub-groups: The Basic properties, and the Advanced properties.

Basic Properties

As its name implies, the Basic character properties are easily understandable and directly affect the Character's behavior.

  • Is Controllable: An on/off property that allows to set a character can be controlled with Actions.

  • Can Run: A toggle property that restricts the speed of the character. If set to true, the maximum speed the character can move is runSpeed. Otherwise the walkSpeed will be used.

  • Walk Speed and Run Speed: The lineal speed the character moves when walking/running.

  • Angular Speed: The speed at which the character rotates towards its desired direction expressed in degrees per second. If this property is set to 180, a character will need one second to turn to its opposite direction.

  • Can Jump: Allows to give the character the ability to jump. If set to false, even if the Character receive an order from an Action to jump, it won't do it.

  • Jump Force: Default jump force used by the Player jump input and the Jump Action

Advanced Properties

The Advanced character properties are meant to be modified by more advanced users who need finer-grain control over the Player and other NPCs.

  • Slope Speed Up and Slope Speed Down: In real life, a human doesn't move at the same speed when running on a flat surface as it does on a steep one. This parameter allows to define the amount (percent) of speed that is subtracted from going up or down.

  • Face Camera Direction: If checked, the character will always face where the camera's direction. Very useful when making a game from a First Person perspective.

  • Can Use Navigation Mesh: If checked, the character will automatically use the Unity's Navigation Mesh system when moving from one point to another and change back to using the Character Controller if not moving. It is recommended to use this, as it allows to avoid obstacles when moving characters around the scene.

Can Use Navigation Mesh is disabled by default because the user has to Bake the Navigation Mesh first. To know more about using the Navigation Mesh follow this link.

Animating the Character

In order to make the system more flexible, the Character and its animation system have been split in two different components.

(You can customize the Animator parameters if you already have a Character system)

The Character Animator has three different sections:

  • Animator Parameters

  • Character Model

  • Inverse Kinematics

Animator Parameters

These string values behave as a proxy between the Character component and the Animator, gathering locomotion information from the logic controller and plugging it into the Animator. The string values defined inside the Animator Parameters allow to have a custom Animator Controller.

We don't recommend tweaking these parameters unless you are certain of what you want to do. In case you want to use your own Animation solution, you can access the current Character state by calling a public method named GetCharacterState(). It returns a Character.State class with information about if the character is grounded or not, its direction, etc.

Character Model

You'll probably want to make a game with your custom character models. Luckely, changing between characters in Game Creator is as easy as clicking the Change Model button and dragging in the 3D model you want to use from your Project Panel. Game Creator will take it from here and automagically update the character with the new one.

(Automagically retarget any Humanoid bone structure with our Locomotion system)

You can also change characters in Play-Mode in case you want to see how they look like. Switching back to Edit-Mode will undo any changes made.

Inverse Kinematics

Since version 0.4.1 Game Creator allows the use of Inverse Kinematics (aka IK). This advanced technique allows to correctly place the feet of a character taking into account the steepness of the terrain, instead of relying on the animation of the character.

Game Creator goes one step further and has a custom feature called Weight Compensation, which allows the character to slightly elevate or crouch depending on the inclination of the floor, so not only the feet are properly aligned, but also the knees gracefully bend.

Enabling IK comes at a performance cost of several Raycasts per frame.

Foot IK

Foot IK allows any Character or Player to correctly align and place their feed even on steep floors.

(With just one click your Characters will realistically align their feet and body to the floor)

Custom Animations

You can play custom animations created by you or downloaded from third-party services, such as Mixamo. To do so, you need to make sure that the imported animation is of type Humanoid.

By default, Unity imports its animations as Generic. To change the animation type, select the imported clip and click on the Rig tab. There you can select Humanoid under Animation Type.

(Animation Type set as Humanoid)

For more information on how to play custom animations, Game Creator provides two components built on top of the Unity's Animation system: Gestures and States. Check them out to know how to play simple animations or even build complex locomotion movements with just a couple of clicks.