A Core RPG player is a movement unit plus RPG subsystems for combat, health, skills, inventory, equipment, actions, and presentation.
Minimum player components
RPGUnitBrainas the RPG aware unit root.- Tile Tick Movement components required by the base movement package.
RPGCommandQueuefor movement and attack commands.UnitCombat,CombatStats, andCombatActionDelayController.UnitHealth,UnitSkills, and optionalUnitAttributes.SimpleInventory,UnitEquipment, andEquipmentCombatBonuses.PlayerSkillActionControllerfor looping or tick based skill actions.InteractionManagerand context UI references for click/hover interaction.
Setup order
- Duplicate the demo player.
- Replace the visual model and animator only after the duplicated player works.
- Assign UI references for inventory, equipment, skills, context menu, and hover label.
- Assign combat stats, health, skills, inventory, and equipment references where needed.
- Test movement, then combat, then item interactions, then skill actions.
Common mistake
Many components resolve references through parent/child lookups, but do not rely on luck for production prefabs. Assign important references explicitly after the prefab shape is stable.