DEMON HUNTERS
NINJA ADVENTURE ARPG
Enter the cursed realm. Hunt the darkness.
Enter the cursed realm. Hunt the darkness.
Store multiple playable level snapshots inside one ARPG project.
Configure playable humanoids, preview them clearly, and assign reusable Mixamo / humanoid animation clips.
Choose the model, gameplay stats and active Play Test hero. This page is intentionally simple.
Stable bind-pose preview of the selected model.
resources\charactersInspect the skeleton and rig mapping. Native Mixamo rigs stay untouched; custom rigs can be diagnosed here.
Browse, import and check animation compatibility for the selected character. The full clip library stays on the left.
resources\animationsCheck whether the selected clip is an exact-rig animation, needs Mixamo compilation, or requires Retarget Setup.
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.
Play Test reads directly from Animation Sets: Idle, Walk, Run, Jump, Rope, Climb, Attack, Ranged, Push and Reactions.
No hero selected
Importer diagnostics and compatibility controls. Most users should not need this page during normal character setup.
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.
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.
Create reusable enemy templates for spawn objects and encounter logic. Includes the Mesh2Motion Spider Pack (8 variants) and Snake baseline.
Build, browse and balance your game loot with large visual cards and simple game-focused settings.
Choose what the active character has equipped. Compatible items from your library appear automatically.
Define what enemies and chests can drop by category, item level and rarity.
Generated low-poly GLBs can be registered directly into the Item Library from here.
Project-level triggers and objectives. We can expand these into visual logic nodes next.
Configure the standard ARPG play HUD. A visual drag/drop HUD editor can grow from this section.
Core project-wide gameplay and presentation settings.
Manage registered game users. Passwords are never displayed.
This stores the selected module's geometry, texture choices and tiling without changing the original prefab.