The Demo Animator for the third person and first person character utilizes 22 parameters, which include the following:

Horizontal Movement

Float value to indicate horizontal direction and speed of character.

Forward Movement

Float value to indicate forward direction and speed of character.

Pitch

Float value to indicate viewpoint angle of character.

Yaw

Float value to indicate movement around the yaw axis of the character.

Speed

Float value to indicate the character’s speed in reference to whether the speed change ability is active or not.

Height

Float value to indicate the character’s height in reference to whether the height change ability is active or not.

Moving

Bool to indicate if the character is in motion or not, checked when moving and unchecked when not moving.

Aiming

Bool to indicate if the character is aiming or not, checked when aiming and unchecked when not aiming. In first person view this is always true.

Movement Set ID

Int value that specifies which movement set is currently active for the primary item equipped. Movement Set ID is set on each item to allow for different aiming movement / idle animations.

Ability Index

Int value that specifies which ability is currently active. This is set on each individual ability under the Ability Index Parameter.

Ability Int  Data

Int value that relates to the Ability Index. This value is utilized to provide more information on a particular ability outside of the main Ability Index. For example, the interact ability utilizes the Ability Int Data to indicate which particular interact animation should play based on what object the character is interacting with.

Ability Float Data

Float value that relates to the Ability Index. This value is utilized to provide more information on a particular ability outside of the main Ability Index. For example, the quick turn ability utilizes the Ability Float Data to direct the transitions into the quick turn walk or the quick turn run states. Since the character’s actual speed decreases to zero during quick turn, the Ability Float Data allows the original speed to be captured so as to play the correct animation and transition back into movement after quick turn is complete.

Slot 0 Item ID

Int value that indicates which item is currently equipped in Slot 0. This is set on the Item component under Animator Item ID.

Slot 0 Item State Index

Int value that indicates which Slot 0 Item Ability is currently active.

Slot 0 Item State Index Change

Bool to indicate if the Slot 0 Item State Index has changed.

Slot 0 Item Substate Index

Int value that is a secondary index related to the Item State Index. This value is utilized for item abilities to provide more information outside of the Item State Index to allow variations of animations within one active ability. For example, melee attack utilizes the Item Substate Index to indicate which particular melee attack animation should play based on the sequence setting.

Slot 1 Item ID

Int value that indicates which item is currently equipped in Slot 1. This is set on the Item component under Animator Item ID.

Slot 1 Item State Index

Int value that indicates which Slot 1 Item Ability is currently active.

Slot 1 Item State Index Change

Bool to indicate if the Slot1 Item State Index has changed.

Slot 1 Item Substate Index

Int value that is a secondary index related to the Item State Index. This value is utilized for item abilities to provide more information outside of the Item State Index to allow variations of animations within one active ability. For example, when the secondary frag grenade is equipped the Slot 1 Item Substate Index will change to 11 if the character has run out of grenades to throw.

LegIndex

Float value to indicate which leg is moving forward. This is enables smoother transitions back into any movement animation. Right leg is 0, Left leg is 1.