Changeling - AAA Character Customisation
AnkleBreaker
$54.99
$109.99
50%OFF
(no ratings)
Jump AssetStore
Dressable characters built at runtime: every equipped piece merges into one skinned mesh and one texture atlas. Three races, 133 parts, tints, morphs, save/load and a full Character Creator scene.💬 Join the AnkleBreaker Community! 💬Got a question, feedback, or a feature you'd love to see? Join our Discord, we actively improve our assets based on your input, it's where we drop our latest announcements and run giveaways.👥 Discord: 👉 https://discord.gg/2D36VUmsYN🌐 Website: 👉 https://anklebreaker-studio.com🧬 One Character, One Mesh 🧬A dressed character is usually a pile of renderers and materials. Changeling turns it back into one.Equip a helmet, a beard and a full set of armor, and Changeling merges every piece into a single skinned mesh with a single texture atlas, at runtime. Swap a part, change a color, load a saved look: the character rebuilds in the background and swaps in when it is ready, without a hitch in the frame.🧩 Three Assets Drive Everything 🧩Race - the skeleton, the slots it offers (Head, Torso, Hair, Beard...) and the naked body underneath.Part - one wearable piece: its meshes, its textures, the slot it fills.Preset - a named outfit, ready to drop on an avatar.Add the Changeling Avatar component, assign a Preset, press Play. That is the whole setup.👖 Dress It, Recolor It, Reshape It 👖One part per slot, and the body steps aside. A shirt hides the torso underneath it; take the shirt off and the body comes straight back. Nothing is destroyed.Paint away poke-through. A body clipping through tight clothing? Open the Mask Painter, brush the offending triangles, done. They disappear only when that part is worn.Tint channels. Skin, hair, eyes, or a whole armor set's trim: one color recolors everything painted into that channel, baked into the atlas. Dragging a color picker previews live without a rebuild.Morphs. Height, head size, shoulders, belly, hands and feet: sliders that reshape the body on the fly and never fight your animations.Save and load a look. One call returns the appearance as a small JSON; one call loads it back, and tells you exactly what it could not find.Addressables, when you want them. Mark your content addressable and equip parts by id from bundles. Optional, and self-activating.🎨 Start From Your Own Characters 🎨Right-click any skinned character prefab and choose Race from Model. The window lists every mesh it found, you say which ones are body and which ones are clothing, and you get a Race, a Preset and the Parts sorted into folders. Parts from Model picks up more garments later. Meshes are copied out of your model, surfaces are read from your materials, and a Reference FBX lets your artists author clothing that fits.Then run Validate All: every issue names the asset, explains the fix, and pings it.🎮 Two Scenes To Open First 🎮The Character Creator is a complete dress-up screen built on the same API you will use: equip per slot, morph sliders, color pickers, named saves, a race switch, Randomize and a turntable. Open it, play it, copy from it.The Stress Test spawns a crowd and puts the numbers on screen: build times, frame time, draw calls, memory. Change the atlas profile and watch what it costs on your machine.🚀 Built To Scale 🚀Async builds. In Play mode the atlas is composed and compressed off the main thread, and swaps in atomically.Shared looks are nearly free. Two avatars with the same appearance share one mesh, one material and one atlas. A crowd built from a few looks costs a fraction of a crowd of individuals.Four atlas profiles - Hero, NPC, Crowd, Horde - trade texture resolution for speed, per avatar.Measured on a real PC build, with the figures and their limits written down in the Technical details.📚 Documented Inside The Editor 📚A 41-page documentation window, searchable, with a 5-minute Quick Start, a guided tour, one page per inspector and the full scripting reference.📦 What You Get 📦3 races - Human Male, Human Female and a Dwarf, each with its Preset133 Parts - the Dwarf alone carries 8 full outfits, 16 hairstyles, 7 beards, brows, mustaches and 6 masks4 atlas profiles and an idle animation2 scenes - the Character Creator and the Stress TestRace from Model, Parts from Model, Mask Painter, Validate All and the Addressables toolsFull C# source, with the unit tests includedA 41-page documentation window, plus the manual as Markdown and PDFEverything Changeling asks of your project is in the Technical details.We used some masks of that package in some videos, thanks to the publisher. Those are of course not included our the package.🛠️ We also offer other quality & productivity tools for Maps, Cinematic Cameras, Manager Initialization, Radial Menus, Save System and more.RequirementsUnity 6000.0 or newer.Render pipeline: Built-in or URP. The atlas material is built on the pipeline the project renders with (Standard or Universal Render Pipeline/Lit), with the same content under both. HDRP is not supported.Packages from the Unity registry, to install before importing: com.unity.burst (1.8), com.unity.collections (2.4), com.unity.mathematics (1.3). Changeling does not compile without them. The Welcome window lives in an assembly that references nothing, so it opens anyway and names what is missing.Optional: com.unity.addressables. The Addressables assemblies compile only when the package is present.Full C# source. No DLLs.How a character is builtA build turns a Race and a loadout into one skinned mesh and one material per atlas set. Bones are remapped by name against the race's bindposes, each piece's UVs are rewritten into its atlas rect, hide masks remove their triangles.The atlas carries up to four channels: albedo, normal, metallic (RGB metallic, A smoothness) and emissive. Normal, metallic and emissive are composed only when a worn part actually provides that map.Textures are stacked as layers on sheets. A part can be texture-only (a tattoo, underwear) and paint onto the body's sheet without any geometry.Tint channels are baked into the atlas by default; a Dynamic channel is a MaterialPropertyBlock on its own submesh and never triggers a rebuild. While a color picker is open the albedo is recomposed live, measured at under 1 ms per step.Encoding: in Play mode on desktop, GPU readback and a Burst BC3 encoder run off the main thread and the result swaps in atomically. Edit-mode builds and RebuildImmediate encode synchronously. On Android, iOS, tvOS and visionOS, or without async readback or BC3 support, the build falls back to Unity's own compression.Finished builds are cached and reference-counted: two avatars with the same race, parts, masks, tints and atlas profile share one mesh, materials and atlas.Rebuilds are coalesced to one per frame in Play mode. The mesh and atlas never rebuild for a morph change, only the bone pose.Performance, measuredDevelopment Build on Windows, AMD Radeon RX 6700 XT, Direct3D12, the shipped dwarf content (95 bones, 9,162 vertices per avatar), shadows off.Avatars sharing one appearance: about 100 avatars at 9 to 10 ms a frame, 200 on the 60 FPS line (16.4 to 17.3 ms), 300 at 24 to 28 ms.Avatars each with their own appearance: the 60 FPS budget lands around 40 avatars. The Crowd atlas profile narrows the gap between a varied and a shared crowd from about 4.8x to about 1.6x.The cost is the main thread, not the GPU: the render thread stays under 2.2 ms up to 500 avatars, and halving the render scale changes nothing.Texture memory: about 13.6 MB per distinct appearance at the default profile.Mobile was not measured. Changeling is not a crowd renderer: no vertex animation textures, no impostors, no Entities Graphics path. It builds one real, animatable skinned character per avatar.Content3 Races, each with a Preset and a rig prefab: Human Male (16 Parts), Human Female (16 Parts), Dwarf (101 Parts). 133 Parts in total.Dwarf: 8 outfits (Blacksmith, Leather, Metal, Mithril, Stone, Wood, Peasant, Vagabond), 16 hairstyles, 7 beards, 4 brows, 4 mustaches, 6 masks, a Santa hat, 2 skins, 5 tint channels (Hair, Beard, Brows, Mustache, Eyes), 6 morphs.Humans: shirts, pants, shorts, jeans, gloves, 3 hairstyles for the female; 3 tint channels (Skin, Hair, Eyes), 4 morphs each. The male human ships no hair or beard: the source recipes cannot be redistributed.4 atlas profiles: Hero, NPC, Crowd, Horde. One humanoid idle animation.Every Race produces a Mecanim humanoid Avatar, so any humanoid Animator Controller drives it. Animation is not part of the package.EditorTools > AnkleBreaker > Changeling > Welcome, Documentation, Validate All, Create Character Creator Scene, Addressables (Mark Selection / Mark ALL Changeling Content as Addressable).Assets > Create > Changeling > Race from Model, Part from Model, Parts from Model, Race.Custom inspectors for Race, Part, Preset and the Changeling Avatar (Preset card, Loadout card with the Part Picker, Build Output). Edit-mode preview with Rebuild Now and hot rebuild on asset change.Mask Painter: paints hide masks in an isolated scene beside yours, brush radius, per-mesh masks stored on the Part.Validation: a rules catalogue per asset type, each issue with severity, the asset, the fix and a Ping button.Documentation window: 41 pages in four tabs (Get Started, Manual, Scripting, Reference), full-text search, history, buttons that open the scene, window or menu a page describes. The same manual ships as Manual.md and Manual.pdf at the package root.ScriptingNamespace AnkleBreaker.Changeling. Assemblies: AnkleBreaker.Changeling, .Editor, .Installer.Editor, .Addressables, .Addressables.Editor, plus the two example assemblies (.Creator, .StressTest) that you can delete with their folder.ChangelingAvatar: Preset, Equip, Unequip, ResetLoadoutToPreset, Equipped, SetTint / TryGetTint / ClearTints, SetBlend / TryGetBlend / ClearBlends, SaveAppearance / LoadAppearance, RebuildImmediate, Built and BuildFailed events.Async, Play mode: EquipAsync, UnequipAsync, LoadAppearanceAsync, and with Addressables EquipAsync(id), LoadPresetAsync(id).AppearanceLoadReport on every load: Succeeded, MissingPartGuids, UnknownTintChannels, UnknownBlends, MalformedTints. A malformed or cross-race JSON fails cleanly without touching the current state.Resolution hooks (PartResolver, PartResolverAsync, PresetResolverAsync) to load content from your own system.Race, Part and Preset each carry a StableGuid, the id used by saves and Addressables.Unit tests ship with the package (Edit mode and Play mode), behind UNITY_INCLUDE_TESTS.Limits, stated plainlyOne Part per slot; a part can occupy or hide additional slots, and the occupant wins.A dynamic tint channel must own its sheet and can only multiply.No networking, no animation system, no crowd rendering. Changeling produces the character mesh and its materials.Race data (bone names, bindposes, StableGuid) and the Character Creator catalog are generated. Edit them through the tools.Third-party contentThe two human races and their idle animation derive from UMA 2 (MIT License, Copyright (c) 2013 Fernando Ribeiro), converted. UMA's courtesy contributions (third-party textures, clothing, hair, HDRP races) are not included. The full notice ships as THIRD-PARTY-NOTICES.md with a CONVERSION-REPORT.md per race.




