Structure Concepts
A Beast is built from a small set of generated part families:
- body
- neck
- head
- eyes and eyelids
- ears
- mouth and jaws
- legs and feet
- tails
Each part is generated from serialized settings. The generated objects are regular Unity scene objects, but the intended structure authoring surface is the BeastStructure inspector.
BeastStructure
BeastStructure is the main structure component. It owns the current settings and generated parts.
Use it when application code needs to:
- rebuild the generated structure;
- clear the generated structure;
- apply a structure preset.
BeastSurface
BeastSurface is the surface component. It owns the current material settings and applies them to the parts generated by BeastStructure.
Use it when application code needs to:
- apply a surface preset;
- set materials at runtime;
- reapply materials after custom changes.
Generated Structure
The generated hierarchy is placed under a Generated Beast root below the Beast GameObject.
This keeps generated content separate from application components. The generated hierarchy can be rebuilt, while your own controller, camera, gameplay, and animation components remain on the Beast object or parent objects.
Structure Vs Animation
Structure creates the rest pose and generated rig. Animation moves generated transforms after the structure exists.
For example, eye count, head shape, leg count, and tail count are structure decisions. Eye look, blinking, walking, and tail sway are animation decisions.
Structure Vs Surface
Structure controls shape and generated parts. Surface controls materials and colors.
Changing the structure can rebuild meshes and transforms. Changing a surface preset changes visual materials without changing the shape of the creature.
Authoring Boundary
Treat the generated hierarchy as Creature Kit output. Put gameplay scripts, controllers, cameras, and integration logic on the Beast GameObject or on parent objects so rebuilds can safely replace generated children.