# Configure Characters

## 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`

<details>

<summary><strong>Pink SK_BaseModel in Sidekick Tool version 1.0.34</strong></summary>

**If your new character appears pink in the Scene view**, it means the materials are missing.\
To fix this:

* Go to:

  ```
  Assets/Synty/SidekickCharacters/Resources/Materials/
  ```

Find and use the **BaseMaterial**.

In the **Hierarchy**, expand your character to locate:

```
Character > Mannequin > SK_BaseModel
```

* Inside **SK\_BaseModel**, select all the **child GameObjects.**
* Assign the **BaseMaterial** from the Materials folder to each of those **Skinned Mesh Renderer** components.

<figure><img src="https://756218607-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fv2D32cRkVCHsF9VcmKPA%2Fuploads%2FFiCmCxOOaXOtKxOnyNQ5%2FUnity_nta8PdctaJ.gif?alt=media&#x26;token=d05f2e9a-4e41-4037-8e2a-307834dc265e" alt=""><figcaption></figcaption></figure>

</details>

### 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.

{% content-ref url="saving-sidekick-characters" %}
[saving-sidekick-characters](https://docs.fullscreen.no/info/game-creator-2-assets/herobridge/setup-guide/saving-sidekick-characters)
{% endcontent-ref %}
