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. Implementation

Organize the character hierarchy

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Last updated 4 years ago

The main rule is: CharacterBody and CharacterActor should always be in the root object (the "character" object).

You can be creative with the rest of the components.

The demo characters use the following hierarchy:

Root

Contains CharacterBody and CharacterActor

Graphics

Contains the visual elements of the character, from sprites to animated 3D meshes.

States

Contains the CharacterStateController and every CharacterState related to the character

Actions

Contains the CharacterBrain and all the AIBehaviours (AI characters).

Environment

Contains the MaterialController (used by some of the states included in the Demo)