iMove
  • Getting Started
    • 🚩iMove Set Up (Start Here)
    • Creating New Characters
    • Changing Characters at Runtime
    • Adding Custom Actions
  • Animation Packs
    • Supported Animation Packs
    • Integrated Animation Packs
    • Custom Animation Packs
  • Integrations
    • iStep
    • Strider
    • Motion Warping
    • Ragdoll Animator 2
    • Networking - NGO
    • NavMesh Agents
  • Components
    • iMove
    • iMove Interactable
    • iMove NPC
    • iMove Character Set Up
    • Dynamic Terrain
    • GVS Camera Controller
    • GVS Player Input
    • GVS Player Sounds Manager
  • Other
    • Components API Guide
    • Common Issues
    • Help Links
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On this page
  • Step 1 (Change Animation Type)
  • Step 2 (Create Prefab Variant)
  • Step 3 (Add iMoveCharacterSetUp Component)
  • Step 4 (Add to Character List)
  1. Getting Started

Creating New Characters

PreviousiMove Set Up (Start Here)NextChanging Characters at Runtime

Last updated 5 months ago

Character prefabs are spawned as a child objects of the iMove Player in the scene.

Step 1 (Change Animation Type)

Go to the Rig tab in your characters import prefab and set it to Humanoid then click Apply.

NOTE: Humanoid rig is required.

Step 2 (Create Prefab Variant)

Right click the imported character package > Create > Prefab Variant

Step 3 (Add iMoveCharacterSetUp Component)

With your prefab character selected, add the iMoveCharacterSetUp component to the character:

  1. Select the animation pack type.

  2. Select a player sound profile.

  3. Check Component Dependencies

  4. If you have all of the dependencies, click Add All Components

NOTE: If using Parkour, the GVS_Vault and GVS_Mantle Offsets will need to be adjusted to fit your new character.

Step 4 (Add to Character List)

If you don’t have a character list you can make a new one by: Right clicking in a folder > Create > GlassVaultStudio > iMove > CharacterList Ensure your player in the scene is using this Character List.

Add the character prefab to the character list scriptable object that your player is using.

If your character is not a prefab yet, it will look like this: