Object as a character popularité : 69
Player popularité : 67
Markers popularité : 92
Animations popularité : 91
IK in custom Animations popularité : 92
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TEXTE AVANT FILTRAGESince 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.

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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 how the Character moves.

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(Character Basic Properties window)

- 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 it will use the walk speed, which is half of the run speed.
- Run Speed: The lineal speed the character moves when 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.
- Gravity: The downwards force amount that the character experiences
- Max Fall Speed: Maximum fall speed. Setting a low value allows the character to glide.
- Can Jump: Allows to give the character the ability to jump. If set as 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
- Jump Times: Amount of times the Character can jump before touching the ground. Also known as double jumping, triple-jumping, etc...
- Time Between Jumps: The minimum offset time between jumps.

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.

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(Character Advanced Properties window)

- Face Camera Direction: Controls where the Characters has its body oriented based on the direction it’s moving. Can either be:
- Move Direction: The Character rotates towards where it is going
- Camera Direction: The Character looks at the same direction as the camera. The Character will strafe when moving sideways. This movement is useful for aiming weapons
- Target: The Character always faces a target, strafing when orbiting around it
- Ground Plane Cursor: The Character looks at the direction in which the cursor is. Useful for top down shooters.
- 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 or there’s no Navigation Mesh. It is recommended to use this, as it allows to avoid obstacles when moving characters around the scene.
- Save: Tells Game Creator to keep track of the character’s position and rotation. When loading a saved game, it will restore the Character’s position and rotation to its saved location.

Animating the Character

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

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

The Character Animator has four different sections:

- Animator Parameters
- Character Model
- Inverse Kinematics
- Ragdoll

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.

Character Model

You’ll probably want to make a game with your custom character models. Luckily, 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 TEXTE APRES FILTRAGE
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