Clip Animation
Clips represent complete Beast actions. They are started from the BeastAnimator component.
BeastAnimator animator = GetComponent<BeastAnimator>();
animator.PlayIdle();
animator.PlayWalk();
animator.PlayRush();
animator.PlaySearchRun();
animator.PlayWait();
animator.PlayStunned();
animator.PlayTakeoff();
animator.PlayLanding();
The generic form is also available:
animator.Play(BeastAnimationClip.Walk);
To stop the active clip and return channels toward their rest pose:
animator.Stop();
Locomotion Speed
Walk, Rush, and Search Run clips can be driven from gameplay speed.
animator.SetWalkSpeed(currentSpeed);
animator.SetRushSpeed(currentSpeed);
animator.SetSearchRunSpeed(currentSpeed);
This keeps the clip timing connected to the application movement model without forcing a specific controller implementation.
Channel Parameters
Each clip exposes an enabledChannels mask and editable parameters for the channels it can drive. Body, head, legs, ears, eyes, tail, mouth, and neck can be enabled or disabled independently, so application code can let a clip drive the full creature or reserve selected channels for manual control.
Walk, Rush, and Search Run are the locomotion clips. They drive the leg channel explicitly, while body, head, ears, eyes, tail, mouth, and neck can add secondary motion around that gait. Search Run is a Rush-like chase variant with stronger side-to-side head and eye motion. Wait, Stunned, Takeoff, and Landing cover stationary waiting, interruption, the bounding catch pose, and the landing pose after a takeoff.
Inspector Ranges
Clip settings are regular public fields, so C# can assign values directly. The Unity inspector uses these recommended authoring ranges:
| Clip | Field | Range | Meaning |
|---|---|---|---|
| Idle | cyclesPerSecond |
0.05 to 2 |
Idle loop speed. |
| Idle | body/head/neck bob | 0 to 0.2 |
Local vertical amplitude. |
| Idle | body angles | 0 to 10 degrees |
Body pitch and roll amplitude. |
| Idle | head angles | 0 to 15 degrees |
Head pitch, yaw, and roll amplitude. |
| Idle | ear/eye/tail angles | 0 to 45 degrees |
Channel amplitude for idle motion. |
| Idle | neck angles | 0 to 20 degrees |
Neck pitch and yaw amplitude. |
| Idle | mouth open | 0 to 60 degrees |
Lower-jaw opening amplitude. |
| Walk | speed |
0 to 4 |
Runtime multiplier for gameplay speed. |
| Walk | cyclesPerSecond |
0.1 to 4 |
Walk loop speed before the speed multiplier. |
| Walk | strideLength |
0 to 2 |
Forward/backward leg swing multiplier. |
| Walk | stepHeight |
0 to 1 |
Visual leg lift. |
| Walk | stancePercent |
10 to 90 |
Percent of cycle spent in the planted step. |
| Walk | leg angles | 0 to 45 / 60 degrees |
Upper pitch, lower fold, foot swing. |
| Walk | body/head/neck bob | 0 to 0.5 |
Local vertical amplitude. |
| Walk | body/head angles | 0 to 20 degrees |
Secondary body and head motion. |
| Walk | ear/eye angles | 0 to 45 degrees |
Secondary expression motion. |
| Walk | neck angles | 0 to 30 degrees |
Neck pitch and yaw amplitude. |
| Walk | mouth/tail angles | 0 to 60 degrees |
Jaw and tail amplitude. |
| Rush | speed |
0 to 4 |
Runtime multiplier for gameplay speed. |
| Rush | cyclesPerSecond |
0.1 to 6 |
Rush loop speed before the speed multiplier. |
| Rush | strideLength |
0 to 2 |
Forward/backward leg swing multiplier. |
| Rush | stepHeight |
0 to 1 |
Visual leg lift. |
| Rush | stancePercent |
10 to 90 |
Percent of cycle spent in the planted step. |
| Rush | waveSpreadPercent |
0 to 100 |
Front-to-rear phase spread. |
| Rush | sidePhaseOffsetPercent |
0 to 50 |
Left/right phase offset. |
| Rush | leg angles | 0 to 70 / 90 / 60 degrees |
Upper pitch, lower fold, foot swing. |
| Rush | body/head/neck bob | 0 to 0.5 |
Local vertical amplitude. |
| Rush | body/head angles | 0 to 30 degrees |
Secondary body and head motion. |
| Rush | ear/eye angles | 0 to 60 degrees |
Secondary expression motion. |
| Rush | neck angles | 0 to 40 degrees |
Neck pitch and yaw amplitude. |
| Rush | mouth/tail angles | 0 to 70 degrees |
Jaw and tail amplitude. |
| Search Run | speed |
0 to 4 |
Runtime multiplier for gameplay speed. |
| Search Run | cyclesPerSecond |
0.1 to 6 |
Search Run loop speed before the speed multiplier. |
| Search Run | leg fields | same as Rush | Rush-style gait used while searching. |
| Search Run | head search | 0 to 60 degrees |
Side-to-side head search yaw. |
| Search Run | eye search | 0 to 60 degrees |
Side-to-side visible-eye search yaw. |
| Search Run | mouth/tail angles | 0 to 70 degrees |
Jaw and tail amplitude. |
| Wait | cyclesPerSecond |
0.05 to 3 |
Wait loop speed. |
| Wait | head/eye motion | 0 to 45 / 75 degrees |
Impatient looking-around motion, including head roll. |
| Wait | leg stomp | 0 to 60 degrees |
Alternating small stomp angle. |
| Wait | mouth talk | 0 to 90 degrees |
Chatter-like jaw amplitude. |
| Stunned | cyclesPerSecond |
0.1 to 8 |
Shake speed. |
| Stunned | body/head angles | 0 to 45 degrees |
Stunned shake amplitude. |
| Takeoff | cyclesPerSecond |
0.05 to 4 |
Takeoff pose cycle speed. |
| Takeoff | bodyLungePoseLength |
0 to 0.5 |
Held forward body lunge pose while bounding. |
| Takeoff | bodyPitchPoseDegrees |
-90 to 90 degrees |
Held body pitch pose while bounding. |
| Takeoff | upperLegPitchPoseDegrees / lowerLegFoldPoseDegrees |
-90 to 90 / 0 to 90 degrees |
Upper-leg pitch pose and lower-leg fold pose. |
| Takeoff | earFlapPoseDegrees |
-75 to 75 degrees |
Held mirrored ear flap pose while bounding. |
| Takeoff | tailPitchPoseDegrees / tailYawPoseDegrees |
-70 to 70 degrees |
Held tail pitch/yaw pose while bounding. |
| Takeoff | mouth angles | 0 to 90 degrees |
Open-mouth catch pose with optional pulse. |
| Landing | cyclesPerSecond |
0.05 to 4 |
Landing pose cycle speed. |
| Landing | bodyPoseHeight |
-0.5 to 0.5 |
Held vertical body offset used to align the body with the landing leg pose. |
| Landing | bodyLungePoseLength |
-0.5 to 0.5 |
Held forward/backward body offset used to align the body lengthwise with the landing leg pose. |
| Landing | bodyPitchPoseDegrees |
-90 to 90 degrees |
Held body pitch pose while landing. |
| Landing | upperLegForwardPoseDegrees / lowerLegFoldPoseDegrees |
0 to 90 degrees |
Upper-leg forward pose and lower-leg fold pose. |
| Landing | headPitchPoseDegrees |
-45 to 45 degrees |
Held head pitch pose while landing. |
| Landing | earFlapPoseDegrees |
-75 to 75 degrees |
Held mirrored ear flap pose while landing. |
| Landing | tailPitchPoseDegrees / tailYawPoseDegrees |
-70 to 70 degrees |
Held tail pitch/yaw pose while landing. |
| Landing | mouthOpenPoseDegrees |
0 to 90 degrees |
Held mouth opening pose while landing. |
All clip phase offsets use normalized cycle units, with an inspector range from -1 to 1.