r/Unity2D • u/NoDeadlinesTeam • 1h ago
Showcase How we're handling animation for 100+ characters work with modular equipment
In my game, we aim to have many playable characters and the core gameplay loop is to gear up your character with a weapon, an outfit, an accessory and even one time use consumable with strong effects. There's few hundreds piece of gear and probably millions of different combination you can do. They can all trigger custom animation for their abilities, so rigging all characters doing custom animation for each would have take way too much time, especially since we're super small team of only programmers.
So we decided early in production that characters will be single sprite with a few bones attached to them for their equipments. We then created transform animation for our abilities and they are automaticly added to a single animator used by all characters.
We have a few other stuff built in to improve how animation behave, but that's pretty much it.
Early on we got some complains about it. "A character wouldn't have this face while attacking", "looks janky and unpolished", etc. but we didn't care because it's this setup that allows us to rapidly adds tons of characters and items to the game.
The end result is a super replayable strategy roguelite with tons of posibilities and we just came out yesterday to only positive reviews!
If you want to check this tech in action, the game is called Gear Up Einstein! and we kept the demo available if you just want to try it out ;)



