This page compares two ways of making a humanoid character walk, run, turn and stop in Unity:

  • Animate Yourself — the procedural layer in this asset. No animation clips. Every pose is computed each frame from a set of numbers.
  • The Animator pipeline — Unity’s standard humanoid workflow: AnimationClips authored or captured per motion, connected into an Animator Controller state machine, blended by BlendTrees, played through the Animator component.

How far the Animate Yourself column has been verified. Most of this asset's locomotion features are verified numerically — unit tests, compile checks, analytic derivations and measured probes. They have not been confirmed by watching them run in the Unity Editor.

Two kinds of row are marked not fully verified in the table: a row whose claim has not been confirmed by watching it run, and a row where the investigation could not settle the question. Each marked row's own detail states exactly what evidence does exist.

An unmarked row is one of three things: a problem that cannot occur because the mechanism causing it is absent, which is provable from the code; a measurement of something other than how the character moves, where the measured number is the whole claim; or a row stating that this asset has the problem too, which carries no claim to confirm.

Where the list of problems came from

The rows are not a feature list. They are a list of problems people report with humanoid locomotion — 32 distinct complaints, collected from a body of written material about what goes wrong and then checked one by one against this asset’s own source code, unit tests, measured probes and planning documents.

Four of those 32 are split across two rows each: two because the two halves of the complaint get different answers, and two because checking the complaint turned up a separate defect worth stating on its own. That makes 36. Seven further rows are questions that could not be answered from the available evidence, for 43 in total.

The rows are grouped by the outcome of that check, in the order the investigation produced them. They are deliberately not ordered as an argument: the group where this asset has the same problem, and the group where nothing was established, are in the same table as the rest.

How each column was established

Animate Yourself. Every cell is backed by the asset’s own code, a unit test, a measurement, or a recorded decision. Where a claim is bounded, the bound is in the row’s detail text — a number, a test, or the specific condition it holds under.

The not fully verified mark described at the top of this page is what carries the numeric-versus-visual qualification into the table itself. In full: the project records “not yet visually confirmed” against look-at, run, slope adaptation, arm layering, starting and stopping, the settling step and the restart work, and it has no test fixture that runs a complete pose against a real skinned character. A marked row that says a problem is handled therefore means the mechanism exists, is reachable, and produces the right numbers. It does not mean somebody has watched it and it looks right. That distinction is itself a row, near the bottom of the table.

Animator. Each cell describes the standard Unity humanoid workflow named above. Where no basis was established for a statement about it, the cell says “Not established here.” rather than being filled in for symmetry. In particular, no performance comparison is claimed: this asset’s per-character cost was measured and the Animator pipeline’s was not.

Reading the table

Each Animate Yourself and Animator cell holds a compact symbol instead of a full sentence. Activating a symbol — click it, or Tab to it and press Enter or Space — opens a panel with the full explanation for that row: what the cell claims, what the other column claims, and whatever additional detail this page used to keep in a legend below the table. The legend itself is gone; its content moved into these panels rather than being removed.

The symbols:

  • (Animate Yourself) — handled: the problem cannot occur, is handled automatically, or is fully within your control via a setting.
  • ✓† (Animate Yourself) — the same, but not yet confirmed by watching it run in the Unity Editor. See the disclaimer above.
  • ~ (Animate Yourself) — reduced, not removed: a real mitigation exists and a residual gap is recorded.
  • (Animate Yourself) — this asset has the same problem.
  • ? (Animate Yourself) — open question: the investigation could not settle it either way.
  • (Animator) — a documented mechanism is described for this row.
  • (Animator) — not established here, or not measured. See “How each column was established” above.
Problem Animate Yourself Animator
Cannot occur by construction — the mechanism that causes it is absent (8)
Blending two speeds
T-pose from a missing clip
Root motion vs in place
Building a clip library
Responsiveness cost
Wobble at a stop
T-pose vs A-pose rigs
Clipping through doors
Handled with no setup (11)
Foot sliding
Hand-typed move speed
Moonwalking at low speed
Knee bending backward
IK pop at full reach
Other body proportions
Bone axes and naming
Feet floating above ground
Turning on the spot
Cost per character
Idle that looks alive
Exposed as a setting (4)
Directional blend gaps
The fix cascade
Head and spine in a turn
The loop seam
Reduced, not removed (6)
Stairs and step edges
Coming to a stop
Each new movement mode
A state per fix
Loop repetition
Capsule vs body
Animate Yourself has this problem too (7)
Arms clipping the body
Frame-order latency
Non-humanoid rigs
Finger mapping
Wrist twist and skinning
Torso twist across rigs
Target passing behind
Open questions, not settled either way (7)
Whether it looks right
Reported jitter
Slope on a clamped rig
Whether a stop reads right
Cost compared to Animator
Foot through the run blend
Foot slide on a slope