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.