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 OptionDescription

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 OptionsDescription

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 OptionsDescription

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 OptionsDescription

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 OptionsDescription

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 OptionsDescription

Enable Ragdoll When Die

Enable ragdoll physics when character dies, click here to learn how to setup Ragdoll

EventsDescription

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 OptionsDescription

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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