Generic Character Kit for Game Creator 2
genericagamesdev@genericagames.com
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Generic Character Kit adds non-humanoid support to Game Creator 2, with one-click setup, auto skeleton/ragdoll generation, and ready-made locomotion for any creature.The Generic Character Kit is a set of editor tools and runtime ScriptableObjects that extend Game Creator 2 to work seamlessly with Generic-rig characters (any model whose Animation Type is set to Generic rather than Humanoid). It is ideal for RPGs, adventure games, creature-heavy sandboxes, and any project where your cast goes beyond human characters.The kit is composed of two core modules:Generic Locomotion provides custom State assets (StateGenericLocomotion for simple 1D blending, StateGenericLocomotion8Way for full 8-way directional movement) backed by pre-built Animator Controllers and blend trees. Clips are assigned through standard Animator Override Controllers, and GC2's built-in UnitAnimimKinematic drives all parameters automatically -- no extra code needed. A Generic Character Wizard editor window walks you through the entire process: scan an FBX for animation clips, auto-detect idle/walk/run by keyword, choose 1D or 8-Way locomotion, optionally generate a skeleton, and output a fully wired prefab and all supporting assets in one click. Manual setup is also fully documented for advanced workflows.Generic Skeleton Builder is an editor window that scans any generic model's transform hierarchy and auto-generates GC2 Skeleton assets complete with properly sized capsule/sphere collider volumes, configurable joint limits, and depth-based weight distribution. It supports multiple rig archetypes (Biped, Quadruped, Loose, Flying, Uniform) with tuned joint presets per bone category (spine, limb, tail, wing, jaw, etc.). After generation, volumes are fully editable in GC2's standard Skeleton inspector.All content is fully customizable. State assets, Override Controllers, and Skeleton assets are standard GC2/Unity assets you can tune, duplicate, and extend. The Locomotion module is genre-agnostic -- it works for any game that uses GC2 characters. The Skeleton Builder adapts to any creature topology.****ART ASSETS NOT INCLUDED.Key Features:Generic Character Wizard -- one-click editor window that creates a fully configured GC2 character from any Generic-rig FBX: scans clips, builds Override Controllers, generates State assets, creates the prefab hierarchy, and optionally generates a Skeleton -- all in a single operation1D Locomotion State -- 2-clip blend tree (Idle + Move) driven by the Speed parameter; ideal for creatures that always face their movement direction8-Way Locomotion State -- 9-clip blend tree (Idle + 8 directions) driven by Speed-X and Speed-Z; ideal for strafing characters or player-controlled creaturesAuto-Detect Clips -- keyword-based scanner that automatically matches FBX sub-asset clips to locomotion slots (idle, walk, run, and all 8 directional variants)Locomotion Profile Asset -- bundles Walk + Run states for streamlined behavior tree wiring and runtime state swapping via GC2's Change State instructionGeneric Skeleton Builder -- editor window that scans bone hierarchies, classifies bones by keyword (spine, hip, tail, wing, jaw, finger, etc.), and generates GC2 Skeleton assets with sized capsule/sphere volumes and configurable joints5 Rig Archetype Presets -- Biped, Quadruped, Loose, Flying, and Uniform, each with tuned joint limit profiles for realistic ragdoll behaviorDepth-Based Weight Distribution -- automatic bone weight assignment based on hierarchy depth (heavy roots, light extremities)Scene Preview Gizmos -- visual overlay of generated volumes and joints directly in the Scene view for rapid tuningRuntime State Swapping -- switch between walk and run locomotion at runtime using standard GC2 Change State instructions in Triggers or Behavior TreesFootstep Compatibility -- documented workaround for the GetBoneTransform() humanoid-only exception (set Footstep detector to None)No Runtime Dependencies -- all editor tools are in Editor/ assemblies; shipped prefabs contain only standard GC2 components and Unity assetsURP Compatible -- built and tested on Unity 6 with Universal Render PipelineFully Documented -- includes a comprehensive PDF user guide covering wizard walkthroughs, manual setup, locomotion deep dives, skeleton tuning, troubleshooting, and reference tablesCompatibility:Unity 6000.3+Universal Render Pipeline (URP)Game Creator 2 (required dependency)Aided in script writing/debugging and thumbnail generation.





