Unity-Character-Mechanism is a framework aiming to facilitate the code development of a character in Unity. The framework comes with two version: Light and Normal ; each version is made for a specific need, so be sure to checkout which version fit your requirements. (For more advance information about a version check there own documentation)
Supported Character Type: AI / Player
Supported Space: Generic / 2D / 3D
Supported Motion: Root Motion / Script
Supported Native Feature: NavMesh (Only for 3D)
The Light Character mechanism is an abstract class to inherit in order to create your own character mechanism. The goal of this version is to provide a basic structure of code with a low cost in memory and less code to maintain compared to the Normal version.
Why use it
The Light Character Mechanism is made for low complex character mechanism implementation ; this means that if you have less than five action states, you should use it.
The Normal Character Mechanism are abstract class to inherit (Behaviour and System) in order to create your own character mechanism. The goal of this version is to provide a basic structure of code with reusable conditions, states, transitions and systems ; and standardize all the input information.
All the sections of the code development of a character is divided into single part in order to offer the most scalable, maintainable and reusable code.
It’s important to note that condition, state and transition are single instance shared by all the character mechanism ; this means that no matter the number of Normal Character Mechanism you have only there mechanism will be instantiated, so the memory cost is highly reduced.
Why use it
The Normal Character Mechanism is advised to be used when you have multiple duplicated conditions, states, transitions or systems ; or when you have more than four action states.
Developed and tested under Unity 2018.3.0f2
Made by Antoine Morel