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

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Data Flow

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Key Concepts

Concept
Description

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

Class
Description

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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