ARPG GAME DESIGNERUNTITLED LEVEL
Prototype v0.5.85
DROP PREFAB HERE
EDIT MODE
Ready

Levels

Store multiple playable level snapshots inside one ARPG project.

Characters

Configure playable humanoids, preview them clearly, and assign reusable Mixamo / humanoid animation clips.

Character

Choose the model, gameplay stats and active Play Test hero. This page is intentionally simple.

Character Preview

Stable bind-pose preview of the selected model.

Scans resources\characters
Facing:Root-facing adjustment only. X Bot bones/animations are never patched.
No active-character change yet.

Rig

Inspect the skeleton and rig mapping. Native Mixamo rigs stay untouched; custom rigs can be diagnosed here.

Bone Corrections
Mixamo-native characters can share the same animation library. X Bot Baseline stays locked to its untouched skeleton; other characters may use optional corrections.
BonePitch XYaw YRoll ZQuick Yaw
Head
Neck
Chest
Upper Chest
Left Shoulder
Right Shoulder
Left Upper Arm
Right Upper Arm
Chest / Upper Chest are the center torso bones between the shoulders. Adjust them while Walk is playing.
Live Correction Preview
Starts in a stable Bind Pose. Choose an animation when you want to test motion.
X Bot · Walk
20 humanoid control points · checking left/right shoulder chains…
Center / spine Character left Character right
Position Offset
Scale
Live Bone ValuesPos 0 / 0 / 0Rot 0 / 0 / 0Scale 1 / 1 / 1
X Bot Baseline shows the untouched reference skeleton. Other Mixamo-native characters can be validated and used in Play Test too.

Animations

Browse, import and check animation compatibility for the selected character. The full clip library stays on the left.

Mixamo humanoid libraryDrag any animation thumbnail from the left onto Animation Sets & Sequences on Setup. The dropdowns below remain as quick compatibility controls for the primary clip in each set.resources\animations

Animation Readiness

Check whether the selected clip is an exact-rig animation, needs Mixamo compilation, or requires Retarget Setup.

Not analyzed
Select an animation on the left, then analyze it for this character.
Available animations stay on the left while you edit this character. Use the mouse wheel or Page Up / Page Down to browse all clips.

Animation Sets

These sets now directly drive Play Test. Drag clips from the left library into each gameplay phase; the first clip in each phase is the active runtime clip.

Drag & drop workflowDrag any thumbnail from Available Animations onto a phase below. Enter → Loop → Exit sequences and attack combos are saved per character.
Animation Sets & Sequences
Drag animation thumbnails from the left onto a slot. Sequence rows play Enter → Loop → Exit; combo rows advance on each attack.
Set changes save automatically. Use Save Character Sets to confirm assignments and rebuild revised clips.

Play Test

Play Test reads directly from Animation Sets: Idle, Walk, Run, Jump, Rope, Climb, Attack, Ranged, Push and Reactions.

Active Play Test Hero

No hero selected

Unknown rig
Character readiness will appear here.
Runtime statesIdle / Walk / Run / Jump / Attack / Rope use the character's assigned animation sets. Unsafe clips fall back visibly rather than hiding the character.

Advanced

Importer diagnostics and compatibility controls. Most users should not need this page during normal character setup.

Playable character rule: any model that passes the standard Mixamo core-skeleton check can use the shared Mixamo animation library and Play Test. X Bot remains the untouched reference baseline; non-Mixamo rigs stay preview-only until Retarget Setup is built.
Rig import status will appear after the character preview loads.
Quick Compatibility Slots

Low-Poly Character Maker

Build male or female ninja-style characters directly on the exact working Mixamo/X Bot skeleton. Preview animations, save a rigged GLB, then add it to Characters.

MIXAMO RIG BASELINE
Character Preview
Drag to orbit. Scroll to zoom. Test the same animations used by Play Test.
Loading rig…
Loading Mixamo baseline rig…
Animation Test

Creature Rigging

Place the animation joints directly on any creature model. Build reusable rigs for alligators, scorpions, beetles, spiders, serpents, aquatic enemies, humanoids, quadrupeds, or completely custom creatures.

CREATURE RIG EDITOR
3D Joint PlacementDrag a joint sphere onto the visible low-poly creature. Joints snap to real limbs/bones when available. Orbit on empty space; wheel zooms.
Choose a creature model and template.
Native Mesh2Motion animation profile will appear after loading a rigged creature.
Blue = normal joint · Purple = optional joint · Orange = selected. Snap mode locks dots to the actual creature surface / rig bones; Mirror moves the opposite limb automatically.

Enemies

Create reusable enemy templates for spawn objects and encounter logic. Includes the Mesh2Motion Spider Pack (8 variants) and Snake baseline.

Live 3D Enemy Preview
Exact GLB used by Play Test · drag to rotate · wheel to zoom
Select an enemy to preview its real model and animations.

Item Studio

Build, browse and balance your game loot with large visual cards and simple game-focused settings.

CommonUncommonRareEpicLegendary
Identity
Game Power
Blessing
Advanced / Files

Equipment

Choose what the active character has equipped. Compatible items from your library appear automatically.

Loot Tables

Define what enemies and chests can drop by category, item level and rarity.

Item Maker

Generated low-poly GLBs can be registered directly into the Item Library from here.

Game Logic

Project-level triggers and objectives. We can expand these into visual logic nodes next.

HUD

Configure the standard ARPG play HUD. A visual drag/drop HUD editor can grow from this section.

LB/Q POTION · RECHARGESARROWS 100SOULS 0▣ BAG
BOSS

Game Settings

Core project-wide gameplay and presentation settings.

Project

Gameplay

Input

Player Accounts

Manage registered game users. Passwords are never displayed.

Open Game Settings to load users.