Atlas is the Opsive assistant for asking Ultimate Character Controller questions, planning an ability, and generating validated Version 3 Ability, Item Ability, Ability Starter, or Ability Stopper source inside Unity. Generated files remain previews until you explicitly apply them.
Install and connect Atlas
Atlas requires Ultimate Character Controller 3.3.7 or newer.
- Confirm the installed Ultimate Character Controller version is 3.3.7 or newer.
- Download Atlas from the Atlas page and import it into the released Ultimate Character Controller Version 3 project. Atlas is not available from the Opsive Downloads page.
- Install the Codex desktop app or standalone Codex CLI on Windows or macOS and sign in with the subscription Atlas should use.
- Open Tools > Opsive > Ultimate Character Controller > Atlas.
- Select Sign in. The one-time browser page checks the current Opsive account for Ultimate Character Controller. Enter the Unity invoice only if the purchase is not already linked.
- Return to Unity and select Ultimate Character Controller as the active Opsive asset.
No Atlas token or Codex credential is copied into Unity. Codex authentication remains on the local machine.

Choose the generated type
- Ability is a character-wide behavior managed by Ultimate Character Locomotion.
- Item Ability coordinates equipped Character Items and their actions through the item-ability lifecycle.
- Ability Starter encapsulates a custom rule that requests an ability start.
- Ability Stopper encapsulates a custom rule that requests an ability stop.
- Ask and Plan can explain or design a solution without generating a file. Prefer a built-in ability or existing component when it already provides the complete behavior.
Atlas validates Ultimate Character Controller base classes, field structure, and lifecycle shape, but the project still owns gameplay correctness, animation, networking authority, save behavior, and compatibility with other active abilities.
Generate a first ability
- Create a source-control checkpoint and a duplicate test character.
- Describe one observable responsibility and its start/stop rules. Include whether it is concurrent, whether it needs input, and which active abilities should block or stop it.
- Ask Atlas to plan first when the behavior requires movement, Animator parameters, items, States, or several files.
- Review the generated base type, serialized fields,
CanStartAbility,AbilityStarted, update method,AbilityStopped, and destruction cleanup. - Select Apply
FileName.cs, Save as…, Copy, or Discard. Use Apply all only after reviewing every file in a completed package build. - Let Unity compile. Send the exact compiler diagnostic through Atlas correction when required.
- Add the ability to the duplicate character and configure its Start Type, Stop Type, State, Animator index, and other inherited settings through the normal Ultimate Character Controller Inspector.
Atlas does not add the new ability to every prefab automatically. Apply reviewed source first, then use the normal Character Manager or Ultimate Character Locomotion workflow to configure each intended character.
Understand the visible controls
- Active Opsive asset selects Ultimate Character Controller when several supported Opsive products are installed.
- Model and Effort show the current provider choices.
- New chat, tabs, and All chats keep unrelated abilities separate.
- Show work expands request progress without changing project files.
- Apply, Save as…, Copy, Discard, and Apply all control generated files.
- Retry request and Resume package build recover supported interrupted work.
- Tools > Opsive > Atlas > Verbose Diagnostics is a support control compiled only when
ATLAS_DEVELOPMENTis defined. It is not a normal entry beneath the Ultimate Character Controller Atlas command.
Atlas collects API information from exported types in assemblies that its scanner does not skip, including public members and serialized private fields; this scan is not filtered by prompt relevance. It can also automatically include up to five supported user-authored script files, limited to 8,000 characters each, plus collected project instructions. Project context is therefore not restricted to files explicitly selected for the request. Review the current provider and privacy explanation on the Atlas page.
Verify the generated ability
- Enter Play Mode with the duplicate character and confirm the ability starts only under its documented conditions.
- Verify position, rotation, Animator parameters, States, camera, items, and input have one intended owner.
- Start a higher-priority or blocking ability and confirm the new ability obeys the intended concurrency rules.
- Stop, interrupt, disable, die, respawn, and switch perspective where those flows apply. Confirm callbacks, events, scheduled actions, and temporary States are cleaned up.
- Test a network-authoritative build separately when the ability changes shared gameplay state; generated local behavior does not create replication automatically.
- Commit the reviewed source and character configuration normally.
Troubleshooting
| Symptom | Check | Fix |
|---|---|---|
| Ultimate Character Controller is unavailable in the asset selector. | Confirm the released Ultimate Character Controller Version 3 package and ability base types compiled. | Resolve the first Console error and reopen Atlas. Do not use a Version 4 development checkout for this documentation. |
| The browser cannot verify Ultimate Character Controller ownership. | Check the signed-in Opsive account and linked Unity invoice. | Use the owning account or enter the matching invoice on the connection page. |
| The ability compiles but never starts. | Check Start Type, input, CanStartAbility, ability order, blocking abilities, and required components. |
Configure the inherited ability settings and inspect active abilities before changing generated code. |
| The character keeps a State or motion after stopping. | Check every resource acquired in start/update and the matching cleanup in stop/destruction. | Return the reproducible case for correction or repair the reviewed source before using it in a project. |
| The ability fights movement, camera, or an item action. | Check ownership and concurrency. | Let one system own each output and use Ultimate Character Controller’s ability coordination methods rather than writing competing Transform or Animator values. |
| The ability works locally but not over the network. | Check authority and integration-specific replication. | Add explicit authoritative execution and synchronization through the chosen networking integration. |