The Character Manager will setup a character model to work with the Ultimate Character Controller. Both humanoid and generic models are supported. The Character Manager can be accessed from the Tools -> Opsive -> Ultimate Character Controller -> Character Manager menu option. When the manager is opened there are two tabs: New Character and Existing Character.
The New Character tab will create a new character so it can work with the Ultimate Character Controller. The Quick Start guide can be used for quickly setting up a new character. This page will go more in depth for each option.
The Perspective field allows you to select a first, third, or both perspective. In order for the perspective to be selected you must have the corresponding asset imported. The both option requires both a first person perspective and third person perspective asset to be imported. See the Component Organization page for more details.
First/Third Person Movement
Specifies the default Movement Type for the character. More Movement Types can be added after the character has been created.
If the Perspective field is Both, this field specifies which perspective the character should start in. When the character is built the correct movement type will be activated based on the start perspective. The activated movement type should match the active view type on the camera controller.
A reference to the character model. This field can be left empty if you’re using a first person perspective and don’t want to have a body/legs.
This field is required for third person characters, AI characters, or characters that are going to be used on the network. If your character is a humanoid then it can use animation retargeting and use the Animator Controller included with the controller. Generic characters require their own Animator Controller to be setup.
Third Person Objects
Visible if using a first person perspective. This field allows you to specify any object that should be hidden when the first person view is active. In most cases this will include the character’s head and arms. This field will automatically resize when a new object has been added. If your character model does not have the head/arms separated and you don’t have access to the original source file you can separate the objects with a tool such as the FPS Mesh Tool.
If enabled the character will have the Jump, Fall, Move Towards, Item Equip Verifier, Speed Change, and Height Change abilities added to it.
Allows the character to be specified that it will be used as an AI agent. AI agents do not need certain components that check for player input such as the Ultimate Character Locomotion Handler component. With this option enabled it will also not add the Unity Input component because the AI will be controlling the input rather then an external input source such as a keyboard or controller.
This option does not actually add any AI to the character, it just sets up the character to be able to be used with an AI solution (such as Behavior Designer).
If AI Agent is selected, the NavMeshAgent field will add the NavMeshAgent Movement ability to the character if it is enabled. This allows your character to be used with Unity’s NavMesh.
Will the character carry items? If this option is enabled then the item related components such as the Inventory will be added.
Specifies the location of the Item Collection asset if the Items field is enabled.
This option should be enabled if the character has any attributes such as health, shield, or stamina.
Should the character use Unity’s Inverse Kinematics system? Unity’s IK system does not support generics so your character must be a humanoid to use it.
Specifies if the character should contain any foot effects such as footprints. This uses the Surface System.
If the Ragdoll toggle is enabled then Unity’s Ragdoll Creator will open after clicking Build Character. If your character is a humanoid then the values will automatically be filled in.
Allows for the character to be preconfigured with already defined values. This is useful if you have a set of default character settings that you like to use and want to apply the same values to a new character. See the State Configuration page for more information.
The Existing Character options are a subset of the New Character options. These options allow you to easily modify a character which has already been created. To get started you must input the existing character in the Character field. An error will appear within the window if your character isn’t an Ultimate Character Controller character.
After you have made your selections you can click the Update Character button. This will apply the changes to the character.