Character Controller Pro (1.4.x)
  • Introduction
  • The package
    • Content
    • Versioning scheme
    • Importing the package
    • Using the package
    • Known issues
  • Fundamentals
    • Core
      • Character
      • Character body
      • Character actor
        • States
        • Stable movement features
        • Velocity
    • Implementation
      • Character state controller
      • Character state
      • Character brain
  • How to...
    • Core
      • Create a basic character
      • Add behavior logic to your character
      • Move the character
      • Rotate the character
      • Leave grounded state (e.g. jump)
      • Change the size of the character
      • Disable collisions (ghost)
      • Use the character information (with examples)
      • Use root motion
      • Detect a character using a "detector"
      • Add a static one way platform
      • Add a dynamic one way platform
    • Implementation
      • Organize the character hierarchy
      • States
        • Add and configure the state machine
        • Create a state
        • Transition from one state to another
        • Handle animation
        • Modify an IK (inverse kinematics) element
      • Actions
        • Define your own actions
        • Use the character actions
        • Use a custom Input Handler
        • Use the new input system
        • Create your own AI movement logic
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  1. How to...
  2. Core

Create a basic character

PreviousCoreNextAdd behavior logic to your character

Last updated 6 months ago

Here is how the most simple character can be created:

  1. Create an empty GameObject

  2. Add a CharacterBody.

  3. Add a CharacterActor

Adding a CharacterActor first will automatically add a CharacterBody

Local scale should be <1,1,1> always.

As you can see, there is no need to manually add a Collider and a Rigidbody to the object. The CharacterBody component will handle this for you.

This character does absolutely nothing. In order to give it some life you need to implement movement logic on top.