How UCC Fits Together
Use this mental model to identify which UCC system owns a result before changing components. Managers create the relationships; the runtime components then own distinct responsibilities.
The ownership model
| Layer | Main owner | Question it answers |
|---|---|---|
| Scene services | Setup Manager and the Game manager object | Which shared services exist in this scene? |
| Camera | Camera Controller and active View Type | Where should the player see from? |
| Character motor | Ultimate Character Locomotion | How does the character move and collide? |
| Temporary behavior | Movement Types, Abilities, Item Abilities, and Effects | Which movement model or temporary action is active? |
| Presentation | Animator, Animator Monitor, IK, audio, and surfaces | How is the runtime state presented? |
| Items | Inventory, Item Set Manager, Character Items, Actions, and modules | What is owned, equipped, and used? |
| World response | Objects, impacts, Attributes, Health, spawning, and States | How do characters and objects affect one another? |
Configure the owning layer instead of adding a second system that competes with it.
Scene services
Setup Manager > Scene > Add Managers creates the scene-level services used for surfaces, pooling, scheduling, spawning, audio, states, and simulation. Features can fail even when their character component is correct if the matching scene service is absent.

Camera and character
The camera does not move the character, and Character Manager does not create the camera. Camera Controller follows the assigned character and uses a View Type for framing and rotation. Ultimate Character Locomotion owns the character motor, colliders, Movement Types, Abilities, and Effects.

The visible model is normally a child of the character root. Animator Monitor bridges runtime values into the Animator Controller. Avoid putting the main movement component on the model child or moving the model separately from the root.
Abilities and items
Use a Movement Type for the persistent movement model. Use an Ability for temporary character behavior such as jumping, interacting, falling, or changing height. Use an Effect for presentation that can run alongside locomotion.

Items add another ownership chain: Inventory owns counts, Item Set Manager chooses equipped sets, Character Item is the character-side object, an Item Ability receives input, and the selected Character Item Action modules perform use, impact, reload, or other behavior.

Configure through managers first
Use Setup Manager for project, scene, camera, and sample setup. Use Character Manager for character structure and optional component groups. Use Item Type and Item Managers for item data and prefabs. Use Object Manager for world objects.
Inspect individual components after the manager has created a valid baseline. Hand-adding one component rarely creates its required companion objects, abilities, lists, layers, or references.
Verify ownership in Play Mode
- Select the character root and confirm the intended Movement Type is active.
- Select the camera and confirm the intended View Type and Character.
- Start one Ability and watch its active state and animation.
- Equip one item and trace Inventory → Item Set → Character Item → Action.
- Trigger one world response and identify the Attribute, impact, surface, or state owner.
Use the full Component Overview when you need exact component names and developer APIs.