Flow Character
Character Control with Flow Character
Create a character that can move, face, enter animation States, play Gestures, and emit Markers.
- Audience
- Gameplay designers and developers
- Time
- 20 minutes
- Requires
- A character model, Animator, and animation clips
- Modules
- Flow Character
On this page
Flow Character provides a configured surface for player and NPC movement, facing, animation layers, and graph-driven character behavior. Start with one character that moves and enters one base State before adding Gestures, Markers, or IK.
Create the character
- Use
GameObject > Flow Core > Flow Playerfor a player-oriented object, orGameObject > Flow Core > Flow NPCfor an NPC-oriented object. - Assign or confirm the character model and Animator references.
- Review move speed, rotation speed, acceleration, deceleration, gravity, jump force, and movement permissions.
- Confirm the generated hierarchy and component references are valid before replacing models or bones.
此处插图应该是新建 Flow Player 后的 Hierarchy 与 Inspector 组合截图;保留 Flow Character 主组件、Animator/Model 引用和移动设置,并用编号标出角色运行所需的主要区域。
Add a sustained animation State
Create either:
Flow Core > Character > Locomotion Statefor idle, directional movement, and jump-phase animation; orFlow Core > Character > Clip Statefor one sustained animation clip or pose layer.
Configure the required clips, then use Character Enter State in a graph to make that State active. Movement may be working while animation remains unchanged if no State is active.
Drive visible behavior from a graph
Choose one small behavior:
- Create or reuse a graph bound to the character’s runtime owner.
- Add a Trigger or Entry that you can activate reliably.
- Add
Character Enter Statefor the base animation behavior. - Add a movement Instruction such as
Character Move DirectionorCharacter Move To. - Add facing through
Character Face DirectionorCharacter Face Targetwhen required. - Enter Play Mode and inspect movement, facing, grounding, and active State.
此处插图应该是角色 Flow Graph 中 Character Enter State、Character Move Direction 与 Character Face Direction 指令的截图;显示角色目标、State 资源和方向数据来源,并框选运行高亮。
Video · 2:02Flow Character and Flow InteractionSee character behavior and interaction routing cooperate in one observable slice.
Add only the correction layers you need
Flow Character IK is an animation-first correction surface. Establish authored animation before adding LookAt, hands, fingers, side avoidance, or feet plant. Graphs should provide runtime intent such as a target or weight; stable rig calibration belongs in the character setup.
Video · 0:30Character LookAt IKSee one configured LookAt chain aim toward a runtime target.
Verify the result
Common Mistakes
| Symptom | Check |
|---|---|
| Character Instructions do nothing | Confirm the target resolves to the intended Flow Character. |
| Movement works but animation does not | Confirm a State is active and Animator clips are assigned. |
| Movement is blocked | Check Can Move, Can Jump, and active State or Gesture motor overrides. |
| The model deforms after replacement | Recheck model, Animator, bone chains, axes, and calibration. |
| A graph becomes character-specific unexpectedly | Keep stable configuration on the character and pass runtime intent through typed values. |
What You Built
You created a character runtime, activated animation through a reusable State asset, and used graph Instructions to express movement and facing intent. Continue with States, Gestures & Markers to add bounded actions and animation-timed events.