Character Movement Hierarchy
Last updated
Last updated
The default AirshipCharacter prefab has a working setup for the movement system
The "AirshipCharacter" transform has the CharacterMovement
and CharacterMovementData
components on it for controlling your movement options. This root transform tracks the position of your character, but never rotates (to preserve an axis aligned collider). Access it in TS by grabbing the RootTransform
variable.
The "NetworkedGraphicsHolder" is controlled by the movement code and always points towards the direction the character is trying to move towards. You can access it in TS by grabbing the AirshipTransform
variable
The "AirshipRigHolder" is the visible direction the character faces which is an interpolated value based on the characters desired direction and the camera angle.
The "AirshipRig" transform holds the Animator for animating the character, as well as a Rig component that gives you reference to all of the bones of our avatars. You can access it in TS by grabbing the rig
variable on the character.
The children of the "AirshipRig" hold the visual elements of the character as well as the rig bone transforms