Import the base character controller first, add the Swimming Pack animation states to the character’s Animator Controller, and configure a water trigger before testing the Swim ability.

Import order

Import the packages in this order:

  1. A supported Opsive Character Controller.
  2. The controller’s Opsive/UltimateCharacterController/Demo folder if you intend to use the Swimming Pack demo.
  3. The Swimming Pack.

Missing controller scripts cause compiler errors; missing base demo assets affect only the add-on demo scene.

Add the animations

  1. Open Tools > Opsive > Ultimate Character Controller > Add-Ons Manager.
  2. Select the Swimming Pack and choose the character whose Animator Controller should be updated.
  3. Enable Add Animations and choose whether Add Abilities should also add the pack’s abilities.
  4. Click Setup Character to build the selected Animator Controller and apply the chosen setup options.

The Swimming Pack Add-Ons Manager with a character selected for animation setup.

Setup Character adds the states used by all Swimming Pack abilities when Add Animations is enabled. Commit or back up the controller before repeating the operation on a customized animator.

The generated states include entry, surface, underwater, dive, drown, and exit behavior used by the installed abilities. On a customized Animator Controller, preserve the standard ability parameter conditions and any animation events used by water effects. If Swim starts in the locomotion component but the visual state does not change, compare the generated transitions before changing the water volume.

Order the swimming abilities

The optional transition abilities must get the opportunity to run before the general Swim loop:

  • Put Dive above Swim so it can own the airborne entry.
  • Put Climb From Water above Swim so it can take control for the exit.
  • Put Drown above Swim so the out-of-breath response is not masked by normal swimming.
  • Put Swim above Fall so entering valid water can replace airborne locomotion.

Resolve any project-specific ability that can run in water by deciding whether it should block Swim, be stopped by Swim, or remain concurrent through the ability rules.

Verify swimming

  1. Complete Water Setup.
  2. Add the Swim ability to the character.
  3. Enter the trigger from the shore and confirm that Swim starts at the configured depth.
  4. Leave the trigger and confirm that normal locomotion resumes.

Configure Dive, Drown, and Climb from Water only after this base transition works.

After shoreline entry works, validate the add-on in layers: surface height, underwater transition, collider pose, breath, effects, dive entry, and climb-out. This keeps a bad water height from being mistaken for a camera, breath, or animation problem.