Creature Kit v1.1 Procedural Creature Creation for Unity
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    Beast Ground Alignment

    Beast Ground Alignment helps a generated Beast follow uneven ground while the application remains responsible for world movement.

    The current runtime component is BeastCharacterGroundAlignment. It integrates with Unity's CharacterController, samples the ground below the external support feet, projects movement along slopes, and tilts the generated Beast visual root while keeping the collision capsule upright.

    Ground alignment is separate from Beast animation. Animation moves the generated rig; ground alignment adapts the creature root to terrain; the application controller still decides where and how fast the Beast moves.

    In This Section

    • Ground Alignment Concepts
    • CharacterController Usage
    • Debugging Ground Alignment
    • Ground Alignment Examples
    • API Reference

    Typical Workflow

    1. Create and generate a Beast with Body and Legs parts.
    2. Put terrain and walkable colliders on a dedicated Unity ground layer.
    3. Add BeastCharacterGroundAlignment to the GameObject that owns the movement controller.
    4. Assign the generated Beast's BeastStructure and select the ground layer in Ground Alignment Layer Mask.
    5. Use the component API from the application movement loop.
    6. Enable the independent debug gizmos to verify the support center, external-foot raycasts, and normals.
    7. Test on flat ground and while moving both up and down representative slopes.

    Current Scope

    BeastCharacterGroundAlignment is a rigid visual alignment helper. It does not animate each leg to a contact point, solve foot IK, or guarantee that every foot remains exactly on irregular terrain.

    The component is optional. Projects can use their own controller, navigation, physics, or ground adaptation system without changing Beast structure or animation.

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