Character
The Character System is the central entity framework for all characters in Townskeep. It uses Paragon's subsystem/component composition pattern to assemble characters from modular, serializable components — motor, controller, camera, animator, interactor, inventory, and network — all driven by factory-spawned data.
Architecture
Data Flow
Key Concepts
Character
Central FactorableBehaviour that owns all components via IParagonSubsystem<Character>. Entry point for the entity.
CharacterData
Serializable data record passed during factory spawning. Contains the CharacterID.
CharacterComponent
Abstract base for all character components. Provides typed Character accessor to the owning character.
CharacterController
High-level command facade — translates input into motor, camera, interactor, and inventory calls.
CharacterMotor
Physics-driven movement and rotation. Manages velocity, acceleration, grounding, and collision via Unity's CharacterController.
Quick Start
Accessing Character Components
Commanding a Character (via Controller)
Direct Motor Access
Classes
Central entity behaviour — owns components, delegates ticking, manages name and possession
Serializable data record for factory spawning
Abstract base for all character components
High-level command facade for input-driven and AI-driven character control
Physics-driven movement, rotation, jumping, and collision
See Also
Scriptable Factory — factory/spawning system that creates Characters
Objects — ParagonSubsystem and ParagonComponent base architecture
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