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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Use root motion

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Last updated 2 years ago

By using root motion you can switch from script-based movement to animation-based movement. For more information about what root motion is please visit .

Root motion can be enabled/disabled at any time by calling the useRootMotion property from the CharacterActor component.

CharacterActor.UseRootMotion = true;

In Addition, it is possible to tweak the way position and rotation get updated by root motion. For example, you can mix animation-based movement with script-based rotation.

Do you want to apply root motion for planar movement but at the same time use script-based vertical movement (e.g. gravity, jumping, etc)? No problem, choose the Set Planar Velocity option from the Root Motion Velocity Type field.

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