Animal Controller v1.4.1 Unity Assets

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Character Controller based on Scriptable Architecture
Render pipeline compatibility
The Built-in Render Pipeline is Unity’s default render pipeline. It is a general-purpose render pipeline that has limited options for customization. The Universal Render Pipeline (URP) is a Scriptable Render Pipeline that is quick and easy to customize, and lets you create optimized graphics across a wide range of platforms. The High Definition Render Pipeline (HDRP) is a Scriptable Render Pipeline that lets you create cutting-edge, high-fidelity graphics on high-end platforms.
Unity Version
Built-in
URP
HDRP
2020.3.43f1
 
Compatible
 
Compatible
 
Compatible
Additional compatibility information

How to Upgrade to:

URP | HDRP

Description

MANUAL | INTEGRATIONS FORUM DEMO


?IMPORTANT?

This asset is included in Horse Animset Pro(HAP). If you are going to use HAP too, You don't have to buy AC


?Upgrading?

If you have trouble upgrading or any script is causing errors, remove the "MalbersAnimations/Common/" folder and reimport the asset again.


Animal Controller(AC) is an animation framework controller, root-motion or In Place, for any creature or HUMANOID character.

AC is the base controller for all my Assets, but you can use it with any other creature in the Assetstore.

Based on Scriptable Architecture, the asset uses modular features that you can add or remove to best fit your projects.

There're over 100 tools that will help you achieve any situation without having to write a line of code.

It was built from the ground up with over 4 years of experience to make all my assets shine even more with a smooth and modular controller.


AC is based on States, Modes, and Stances.

  • States like Locomotion, Idle, Jump, Fall, Fly, Swim, Climb, Glide, Death, etc.
  • Modes like Main Attacks, Secondary Attacks, Hits, Actions, emotes, etc.
  • Stances like crouched, wounded, sneak.

States are the animations that contain certain Logic and they cannot overlap each other (Ex: You cannot swim and fly at the same time).


Modes are the animations that be used while a state Animation is playing (Ex: Attack while flying or running or get hit while falling or swimming).


Stances are animations that change the way states look. (E.g. You can walk wounded, or crouched, or can do a happy walk)


Combining all these features you can create a cohesive character controller, to use as a player or NPC.

Technical details

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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