Default Animator Values
Use these Version 3 values when an ability or Character Item should play states from the supplied Animator Controller; use different values only when the matching Animator transitions are changed at the same time.
Match a value to the Animator
- Select the character and find its Ultimate Character Locomotion component.
- Under Abilities, select an ability and check Ability Index Parameter. Under Item Abilities, check Item State Index or the ability’s phase-specific fields, such as Equip Item State Index and Unequip Item State Index.
- Select each equipped item prefab and find its Character Item component. Check Animator Item ID, Animator Movement Set ID, and Dominant Item.
- Open Window > Animation > Animator, select the relevant transition, and match its
AbilityIndex,Slot<ID>ItemID,Slot<ID>ItemStateIndex, orMovementSetIDcondition to the Inspector value. - Change both the Inspector value and every affected transition when using a project-specific number. Changing only one side selects the wrong state or no state.
The ability and item-ability values below are assigned when those built-in entries are added. They are editable starting values, not reserved constants. The item and movement-set tables describe the shipped Version 3 Demo content.
Ability Index defaults
| Ability | Ability Index Parameter |
|---|---|
| Jump | 1 |
| Fall | 2 |
| Height Change | 3 |
| Die | 4 |
| Revive | 5 |
| Quick Start | 6 |
| Quick Stop | 7 |
| Quick Turn | 8 |
| Interact | 9 |
| Damage Visualization | 10 |
| Pickup | 11 |
| Ride and Rideable | 12 |
| Impact Knock Back | 13 |
| Drive | 14 |
| Generic | 10000 |
Ride and Rideable deliberately share 12 so the rider and mount can synchronize through the same Animator flow. A custom ability without a supplied default starts with -1, which means it does not select an AbilityIndex value until you assign one.
Item State Index defaults
| Item ability or phase | Item State Index |
|---|---|
| Aim | 1 |
| Use, In Air Melee Use, and Melee Counter Attack | 2 |
| Reload | 3 |
| Equip phase of Equip Unequip | 4 |
| Unequip phase of Equip Unequip | 5 |
| Drop | 6 |
| Block | 8 |
| Parry | 9 |
Sharing 2 is intentional: the Animator Item ID and Item Substate Index provide the additional context needed to choose the correct use animation. An item ability that returns -1 for a slot does not supply that slot’s Item State Index.
Demo Animator Item IDs
These IDs are configured on the shipped Demo Character Item prefabs. Reuse them when retaining the supplied Demo Animator states, or choose a project-specific mapping and update the transitions that read Slot<ID>ItemID.
| Demo item | Animator Item ID |
|---|---|
| Assault Rifle | 1 |
| Pistol | 2 |
| Shotgun | 3 |
| Bow | 4 |
| Sniper Rifle | 5 |
| Rocket Launcher | 6 |
| Body | 21 |
| Sword | 22 |
| Knife | 23 |
| Katana | 24 |
| Shield | 25 |
| Frag Grenade | 41 |
| Flashlight | 42 |
| Fireball | 61 |
| Particle Stream | 62 |
| Ricochet | 63 |
| Heal | 64 |
| Shield Bubble | 65 |
| Teleport | 66 |
Items that use the same animation family may share an Animator Item ID. Items that need different states within the same slot should use different IDs and matching Animator transitions.
Demo movement-set IDs
The dominant equipped Character Item supplies MovementSetID. The Demo uses these broad stance families:
| Demo stance | Animator Movement Set ID |
|---|---|
| Default, ranged (except Bow), magic, throwable, and unarmed Body | 0 |
| Sword, Knife, Katana, and Shield | 1 |
| Bow | 2 |
0 is both the Demo’s default stance and the runtime fallback when no dominant equipped item supplies another movement set. Multiple items can share a movement-set value when they use the same locomotion stance.
Choose values for a custom controller
- Give abilities different nonzero Ability Index values when they need different top-level Animator states. Deliberately synchronized abilities, such as Ride and Rideable, can share a value.
- Use Animator Item ID to identify an item animation family within each slot. The same item family can use the same ID in more than one slot.
- Reuse an Item State Index for the same kind of action, then use Item Substate Index for animation variations inside that action.
- Reuse a Movement Set ID across items that share locomotion. Set Dominant Item on the item that should choose the equipped stance.
- Keep
0for neutral Ability Index, Item ID, and Item State Index behavior. Movement Set ID0remains a valid default stance.
Verify in Play Mode
- Select the active character and open Window > Animation > Animator.
- On Animator Monitor, expand Editor and enable Log Ability Parameter Changes and Log Item Parameter Changes when a written trace is useful.
- Start each changed ability. Confirm
AbilityIndexshows its configured value, the expected state becomes active, and the value returns to0when no active ability supplies an index. - Equip and use each changed item. Confirm the slot’s Item ID and Item State Index match the tables or your custom mapping, and that
MovementSetIDmatches the dominant item. - Stop the item ability and unequip the item. The Item State Index and empty slot Item ID should return to
0; the movement set should return to0when no dominant item supplies another value. - Disable parameter logging after testing.
Troubleshooting
| Symptom | Check | Fix |
|---|---|---|
| An ability runs but its animation does not start. | Compare Ability Index Parameter with the AbilityIndex transition condition. |
Give both sides the same nonzero value, or intentionally use -1 when the ability should not select an Animator state. |
| The wrong item animation plays. | Watch the slot’s Item ID, Item State Index, and Item Substate Index together. | Correct the Character Item ID or the item ability’s state value, then update the matching Animator conditions. |
| Equipping an item changes the action animation but not the locomotion stance. | Check Animator Movement Set ID and which equipped item has Dominant Item enabled. | Assign the intended movement set to the dominant item and add a matching MovementSetID transition. |
| A value remains active after the action ends. | Check whether another higher-priority ability or item ability is still active. | Stop or reprioritize the remaining ability; the monitor resets the parameter only when no active entry supplies it. |
| A custom number works on one character but not another. | The characters may use different Animator Controllers or item prefabs. | Apply the mapping to each relevant Inspector and controller rather than treating the Demo IDs as global constants. |
Related tasks
- Animator Parameters explains what each parameter carries and how to inspect it in Play Mode.
- Animator Controller explains how to match these values to states and transitions.
- Abilities explains ability order and animation-related settings.
- Character Item explains the item component that supplies Animator Item ID and Movement Set ID.
- Item Slots explains how slot numbers map to the item Animator parameters.
Developer reference
AbilityBuilder reads the DefaultAbilityIndex and DefaultItemStateIndex attributes when it creates an ability or item ability. Equip Unequip and Block use their own phase-specific serialized values. Editing an existing entry does not rewrite the Animator Controller.
At runtime, AnimationMonitorBase takes the first value supplied by the active abilities in priority order. When no active ability supplies an Ability Index, it writes 0; when no active item ability supplies a slot’s Item State Index or Item Substate Index, it writes 0. An empty slot receives Item ID 0. Movement Set ID begins at 0 and is replaced by the configured value from the dominant equipped item.