CMCharacter Modules 0.1.0

Modes, actions and transitions

Every piece of a character has one name and one meaning, so a design discussion and the Inspector use the same words.

TermWhat it isExamples
ModeHow the character moves where it is. Exactly one at a time; it never ends by itself.Walking, Falling, Swimming, Climbing
ActionSomething the character does. Triggered, it runs for a while and ends by itself.Crouch, Roll, Skid, Ground Pound
TransitionThe change from one mode to another, reported as an event so sound and animation can answer it.Landing, Grab, Let-go
ModifierChanges how a mode, an action or a transition behaves, or when it may happen.Coyote Time, Held Jump

Modes and actions are states: the motor runs one of them at a time. A jump is an action that takes the character from Walking to Falling; a double jump, a long jump or a backflip is not another action but a shape of the jump, chosen when it starts.

Icons

Each mode, action and transition has an icon, shown in the Inspector and in the Character Motor's Controller overview. The character is an orange capsule; one line shows where it is: ground ─, water ~, a wall │, nothing in the air.

Modes

Walking
Falling
Swimming
Climbing (ladder)
Climbing (ledge)
Climbing (marked ledge)

Actions

Jump
Crouch
Skid
Slide
Roll
Spin
Dodge
Mantle
Wall Slide
Ground Pound
Lunge

Transitions

Take-off
Walk-off
Landing
Entering water
Leaving water
Grab
Climb-off
Let-go

Additional resources