Full Body Awareness Controller

Melee Integration

Use Melee weapons with the rig: attacks, blocking, turning skills and hit kicks.

Melee Integration

The Melee Integration connects Melee weapons to the rig. Install it from the Installer.

Finding the Weapon

An equipped Melee weapon is found on its own as soon as its prop is in a hand. A sword on the back or on the hip does not count until it is drawn. This also works when Equip Melee Weapon has no Model set and the prop is attached with Attach Prop: the prop in the hand with a Striker or a Held Item is used.

You do not need a Held Item component. Add one to the weapon prefab when you want to give it its own profile or change where it sits in view, like on a gun. Without one, the rig's Default Profile is used.

Attacks and Blocking

While a skill plays, and while blocking, Wall Retract and Lower When Sprinting pause. This covers charging, anticipation, the strike, recovery and hit reactions. After an attack, a lowered weapon stays raised for the Raised After Shot time of Lower When Sprinting.

Turning Skills

Some skills turn the body with Root Motion or Motion Warp. While such a skill plays, the view turns with the body, so the swing stays in front of you.

Hit Kick

To kick the weapon and the camera when a strike lands:

  1. Open the Skill asset.
  2. Add the Recoil Kick instruction to its On Hit list.
  3. Set the instruction's Strength for that skill.

The kick uses the Recoil Kick modifier of the weapon's profile, so each weapon can kick differently, and each skill can kick harder or softer.

Hits Where You See Them

Melee checks its Strikers before the rig bends the body and the arms towards the view. Without help, a swing aimed at the ground would miss things the sword goes through on screen.

The Melee Integration adds a Striker Sync component to every equipped Melee weapon that has a Striker. While Melee checks for hits, Striker Sync moves the weapon to where it is drawn on screen, and puts it back right after. Hits are at most one frame behind what you see. You do not need to make the Striker bigger or raise its Predictions.

Strikers that are not on a weapon, like fists on the hand bones, need Striker Sync added by hand. Add it from Add Component > Game Creator > Full Body Awareness Controller > Striker Sync to the object the Striker uses as its Section.

Hands During Attacks

Attack animationsLock Hand To View on the Held Item
First person animations, like Melee's FPS SwordOn, the default. Attacks play relative to the view.
Third person animationsOff. The arms follow the body.

Enemies and Wall Retract

Put enemies on their own layer and leave it out of Wall Retract's Layers, so the weapon does not pull back when you walk up to them.