gait

Walks like its own person (with an animator on clip "auto"): about fifteen walk traits (step length and cadence, arm swing, pelvis sway, body bob, lean, head carriage, shoulders, elbows, toe-out, step width) made from a seed, shifted by presets (a mood, an age, a build), and every step a little different (about 2%, drifting slowly the way real steps do). The same seed is always the same person, on every machine and in replays; feet stay planted. With a stats component an empty stamina bar tires the walk. Only what differs from the defaults is written: gait { preset "tired" seed 41 }. Without a gait component every animated character still walks as its own everyday person (seeded from its id and the session seed; steps vary half as much on a character the player controls); gait { off true } walks exactly as the clips do.

In scene text

gait { off true  preset "…"  seed 1 }

Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.

Fields 21

FieldTypeUnit / rangeWhat it does
offtrue / false—No gait DNA: walks exactly as its clips do (every animated character otherwise walks as its own everyday person, seeded from its id).
presettext—
seednumber0 … 16Which person (a whole number): the same seed always walks the same way. 0: made from the object's name.
moodtext—
agetext—
buildtext—
fatiguenumber0 … 1Tiredness on top of the stats' stamina (0 rested, 1 exhausted): shorter steps, less arm swing, more lean and head down, steps less even.
stridenumber0.5 … 2× step length at a given speed; the cadence follows (longer steps, fewer of them), so feet never slide.
arm_swingnumber0 … 4× arm swing.
swaynumber0 … 4× the pelvis's side-to-side sway and roll.
bouncenumber0 … 3× the body's up-and-down bob (the head bobs with it).
variabilitynumber0 … 5× how much each step differs from the last (1: about 2%, like a healthy adult).
leannumberdeg, -30 … 40Trunk leaned further forward (negative: back).
headnumberdeg, -40 … 40Head carried further down (negative: chin up).
shouldersnumberdeg, -30 … 30Shoulders dropped further (negative: raised, tense).
slouchnumberdeg, -30 … 30Shoulders rounded further forward (negative: chest out).
elbowsnumberdeg, -30 … 60Elbows carried more bent.
arms_outnumberdeg, -10 … 30Arms carried further out from the body (negative: in): broad or heavy bodies need a few so the swinging hands clear the thighs.
toe_outnumberdeg, -30 … 30Feet turned further out (negative: in).
pelvis_tiltnumberdeg, -10 … 10Pelvis tipped further forward.
step_widthnumberm, -0.1 … 0.15Feet set further apart (negative: closer).
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