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
- Create and generate a Beast with
BodyandLegsparts. - Put terrain and walkable colliders on a dedicated Unity ground layer.
- Add
BeastCharacterGroundAlignmentto the GameObject that owns the movement controller. - Assign the generated Beast's
BeastStructureand select the ground layer inGround Alignment Layer Mask. - Use the component API from the application movement loop.
- Enable the independent debug gizmos to verify the support center, external-foot raycasts, and normals.
- 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.