Configure Characters

For each Game Creator Character you want to use Sidekick on:

  1. Select the character in the Hierarchy.

  2. In the Animation section of the Character Component, drag and drop the SK_BaseModel into the 3D Model field: Assets/Synty/SidekickCharacters/Resources/Meshes/SK_BaseModel.fbx

Using Characters made in Sidekick Character Tool

If you don’t want to use the default SK_BaseModel, you can use your own characters created with the Sidekick Character Creator Tool. Before exporting your character as a prefab, make sure to disable the following options under the Options tab:

  • Combine Character Meshes

  • Combine Body Blend Shapes

After disabling these options, export the character as a prefab.

Enable Read/Write on Textures:

For custom characters, you need to enable Read/Write on the texture created for the model:

  1. In the folder where your prefab was created, open the Textures subfolder.

  2. Select the texture.

  3. In the Inspector, scroll to the Texture Import Settings.

  4. Under Advanced Options, check the box Read/Write Enabled.

  5. Click Apply.

After enabling Read/Write on the texture, you can then drag your custom prefab into the 3D Model field in the Animation section, just like the default SK_BaseModel.

Using Non–Game Creator 2 Characters

If you don’t need or want to use the Game Creator 2 Character Component, you can still use HeroBridge with these characters. This is often useful for stationary NPCs or characters controlled by other controller systems.

However, it’s very important that the GameObject you assign in any “Sidekick Character” fields is the parent GameObject of the one containing the Animator component. This setup ensures that HeroBridge can correctly access and manipulate the character’s parts.

⚠️ Note: Compatibility with custom character controllers is not guaranteed and may require additional setup or scripting adjustments.

💾Saving Sidekick Characters

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