How to create a JU Character / Reskin Default Character / Setup New Characters
Creating a JU Character
1 - Add the Humanoid Character model in scene
2 - Click on Create > JU TPS Create > Quick Setup > Player
3 - Choose the best option for your game
Controller Setup Option | Description |
---|---|
Advanced TPS | Add complementary components: Foot Placement, Footstep, Body Lean, Drive Vehicles, Procedural Driving Animation, Ragdoll Controller |
Simple TPS | Simple setup, only JU Controller and Footstep |
2.5D Sidescroller | 2.5D Sidescroller Game setup (it is necessary to use a Sidescroller Camera to work normally) |
TopDown | TopDown games setup (it is necessary to use a Top Down Camera) |
Note that you can add or remove components in any setup and configure it according to your project needs.
Configuring the JU Character Controller
Locomotion Settings
Locomotion Mode has three types of locomotion:
Default Locomotion, beautiful.
Locomotion Options | Description |
---|---|
Use Default Inputs | Uses standard control buttons |
Set Rigidbody Velocity | Move character by physics, if this is off the movement will not affect the rigidbody physics. |
General Speed | General speed |
Walk Speed | Walking speed |
Crouch Speed | Crouched speed |
Run Speed | Running speed |
Sprint Max Speed | Maximum speed achievable in sprinting |
Rotation Speed | Rotation speed |
Jump Force | Jump force/heigh |
Air Control Force | Strength that the character can move in the air |
Stopping Speed | Locomotion stopping speed |
Max Walkable Angle | Angles greater than this will cause the character slide. ⚠ Leave it at 0 if you use Gravity Switch system |
Movement Affects Weapon Accuracy | On moving affects weapon accuracy |
High Inclines Slow Down | High inclines slow down speed ⚠ Leave it off if you use Gravity Switch system |
Curved Movement | Moves the character according to the current direction and not the desired direction ⚠ Leave it off if you use Gravity Switch system |
Lerp Rotation | Smooth rotation |
Body Lean | The body leans in curves |
Root Motion | Animation controls movement ⚠ Leave it off if you use Gravity Switch system |
Auto Run | Automatically run |
[Auto Run] Walk On Run Button | Stop running when pressing the run button if it is already running automatically. |
[Auto Run] Sprint On Run Button | When pressed the run button, it will sprint if it is already running automatically. |
Enable Sprint | Enable sprinting |
[Enable Sprint] Sprint Acceleration | Sprint acceleration |
[Enable Sprint] Sprint Deceleration | Sprint deceleration |
Decrease Speed on Jump | The character slows down when landing from a jump |
Ground Check
Ground Check Options | Description |
---|---|
Ground Layer | Layers that Ground Checker will detect as ground |
The other options are basically this:
Auto Step Up
Auto Step Up is a system that makes the JU Character Controller go up stairs, similar to the "Step Offset" of the default Character Controller, but with more options.
Auto Step Up Options | Description |
---|---|
Step Correction | Enable Step Up System |
Up Step Speed | Movement speed |
Step Correction Layer | Allowed layers to do step up move |
Step Raycast Distance | Length of sensor ray from ground |
Forward Offset | Forward sensor ray position adjustment |
Step Height | Minimum step height to step up |
Enable Ungrounded Step Up | Makes the character reach wall edges more easily, also prevents flickering on wall edges |
UngroundedStepUp Speed | Speed |
UngroundedStepUp RayDistance | Ray distance (this uses Step Raycast Distance as origin) |
Stopping Time on Step Position | You can set a duration so that when your character reaches a wall edge, the character stops moving for an instant, this makes it easier to stay on top of a wall |
It is not recommended to leave the Forward Offset value less than the Radius of the Capsule Collider or the Auto Step Up may not work correctly.
Fire Mode
Fire Mode is the way the character is prepared to attack, the camera is closer, the character looks forward and wields an item.
Fire Mode Options | Description |
---|---|
Item Aim Rotation Center | It is Fire Mode's item rotation pivot and also handles wielding positions. |
Upper Chest Bone | Upper Chest Bone |
Aim Mode | This variable will define if you will have to hold the aim button or just press it once to aim |
FireMode Max Time | The time it will stay in Fire Mode without interacting, but this option is only useful in Free Locomotion mode |
FireMode Walk Speed | FireMode walking speed |
FireMode Run Speed | FireMode running speed |
FireMode Crouch Speed | FireMode crouched speed |
The "Upper Chest Bone" is assigned automatically when the game starts, if the system cannot find the last bone in your character's spine, assign it manually.
Animator
If you want to create a custom animator or just edit the names of the Animator Controller parameters, this is where you'll edit.
Default Events
These Unity Event options are very useful for calling functions and interacting with other GameObjects without the need for code.
Event Options | Description |
---|---|
Enable Ragdoll When Die | Enable ragdoll physics when character dies, click here to learn how to setup Ragdoll |
Events | Description |
---|---|
On Death | Unity Event called on death |
On Ressurrect | Unity Event called on ressurect/respawn |
On Run | Unity Event called on start running |
On Sprinting | Unity Event called on start sprinting |
On Roll | Unity Event called on start rolling |
On Jump | Unity Event called on jump |
On Crouch | Unity Event called on crouch |
On Get Up | Unity Event called on get up from crouch/prone |
On Start Moving | Unity Event called on start moving |
On Idle | Unity Event called on stop moving |
On Enter Fire Mode | Unity Event called on enter Firing Mode |
On Exit Fire Mode | Unity Event called on exit Firing Mode |
On Punch | Unity Event called on start a punch |
Controller Options
These options are very important to define the JU Character
Controller Options | Description |
---|---|
Block Vertical Input | Block Vertical Input from locomotion, useful for sidescroller game type. |
Block Horizontal Input | Block Horizontal Input from locomotion. |
Block FireMode On Cursor Visible | Block FireMode when mouse cursor is visible, useful to access menu/inventory and not shoot accidentally, on mobile it makes no difference. |
Block FireMode On Punching | Block FireMode when character is punching. ⚠ Leave this false if you are making a FPS Game. |
Enable Punch Attacks | Enable punch attacks. |
Enable Roll | Enable roll. |
Is AI | If it's on, the default Inputs won't be used, so you can program an AI/NPC the way you want, or just use the built-in AIs. |
Enable Physical Damage | The character can dynamically take damage when impacting objects with Rigidbody, based on the mass and speed of the collided object. |
Physical Damage Start At | Minimum impact intensity to cause some damage. |
Physical Damage Multiplier | Physical damage intensity. |
Ragdoll Start At | Minimum impact intensity for ragdolls. |
Physical Damage Ignore Tags | Tags that are exceptions, which will not cause damage through physical impact. |
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