Generated Assets
The following files appear in your Project next to the character model:Character Animation Settings
The CAS Settings asset (prefixedCAS_SK_) is the central data asset for your character. Open it in the Inspector to find:
- Blend Time — configures blend-in and blend-out duration in seconds, plus the easing curve type used when transitioning between overlays.
- Base Pose — the standing idle clip CAS uses as a reference for computing additive motion at runtime.
- Overlay Pose — the clip representing the character’s current gameplay state (weapon, item, or body condition).
- Overlay Animator — an optional Animator Controller that replaces the standalone Overlay Pose when you need multiple overlay states with transitions.
Procedural Animation Settings
The Procedural Animation Settings asset (prefixedPA_) lists every procedural modifier that runs for this character at runtime.
- Character Prefab — a reference to the root player prefab. Animation modifiers use this reference to locate your gameplay components (for example, reading velocity or aim angle via Property Bindings).
- Modifier list — an ordered list of animation modifiers. The order defines the execution sequence, which matters for IK-based modifiers: a Foot IK modifier must run after the Copy Bone step that feeds it the animated foot position.
Modifier order is not arbitrary. IK features such as Foot IK and Step Modifier depend on data produced by earlier modifiers in the stack. Reordering incorrectly will cause IK to read stale bone positions.
Character Skeleton Prefab
The Skeleton prefab (prefixedSkeleton_) is a Prefab Variant of your original model. CAS separates the skeleton from the main player prefab so bone data is always authoritative and easy to update.
The CharacterSkeleton component is attached to the topmost bone in the hierarchy (typically named Root, Armature, or Skeleton). It stores the full bone reference table that CAS and procedural modifiers query at runtime.
Components on the Skeleton Prefab
CAS attaches three main runtime components to the root of the Skeleton prefab.Character Animation Component
This is the central runtime controller for the entire CAS pipeline. It is responsible for:- Loading and switching Character Animation Settings at runtime (for example, swapping from a pistol overlay to a rifle overlay).
- Coordinating the Layered Blending and Procedural Animation components each frame.
- Providing the public API for playing animations and triggering full-body pose blends from gameplay code.
Procedural Animation Component
This component manages the lifecycle of the procedural modifier stack defined in the Procedural Animation Settings asset. It creates modifier instances on Awake, updates them in the correct order each frame after the Animator has run, and tears them down on Destroy. See Procedural Animation for details on adding, removing, and configuring modifiers.Layered Blending Component
The Layered Blending component is responsible for generating the final character pose each frame by combining:- The Animator output — your main locomotion and action states.
- The Overlay pose — the current weapon or body-state animation.
Player Controller Prefab
The Player Controller prefab nests the Skeleton prefab as a child and adds theCharacterExampleController script. This example script handles movement, action inputs, and prop management (torch, axe, barrel, gun). It is provided as a starting point and learning reference — review it before writing your own controller.
See Example Content for a walkthrough of the example scripts.