Namespace CodeSmile.AnyMotion.AnimateYourself.Samples
Classes
- DesignScene
Walks and runs characters across a fixed camera framing, either as an automated sequence over a list of characters and a list of presets, or as one character under manual control. The automated sequence is what a screen recording is cut from; the manual mode is what one preset is designed in.
- PerfCharacterState
Test helper for toggling one character between alive/dead and rendered/hidden states. Assumes the assigned GameObject is the logical character root and searches children.
- PerfStressRunner
Runtime helper for P4: spawns N duplicated characters, toggles systems, and records coarse profiler metrics. Use together with Unity Profiler and an FPS overlay.
- PuppetMasterReflectionBridge
Reflection-only bridge for PuppetMaster-style components. Keeps the sample free of a hard RootMotion/PuppetMaster assembly dependency.
- ThirdPersonCharacterController
Third-person locomotion: a UnityEngine.CharacterController driven by the Input System, moving relative to the Cinemachine camera.
Interfaces
- IDesignSceneGroundShape
The shape of the ground the design scene walks a character over. Implement this on a UnityEngine.MonoBehaviour in the design scene and assign that component to DesignScene's Ground Shape field to replace the flat default.
Enums
- DesignSceneMode
What the design scene is being used for. See DesignScene.
- DesignSceneStrafeFacing
Which way a strafing character faces in the design scene.
- DesignSceneTravelDirection
Which way a character crosses the design scene's frame.