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Fight Game

A wrestling and MMA hybrid, and more interestingly, the Unity editor tooling that builds it. Batch animation retargeting, automated animator construction and a networked arena generator.

The game is a wrestling and MMA hybrid. The part worth showing is the toolchain underneath it.

The problem

The project draws on several large animation libraries, in the region of two hundred clips, almost all authored as generic rather than humanoid rigs. Converting those by hand, wiring them into animator controllers and keeping them consistent is weeks of work that produces nothing anyone can see.

So I stopped doing it by hand.

The tools

A set of editor windows under a single menu:

A rig state reporter that scans every clip and reports what rig it is on, what is broken and what will not retarget, before any conversion is attempted.

A batch converter that takes generic clips to humanoid in bulk, roughly two hundred at a time, with an avatar definition applied consistently rather than per-import.

An animator builder that constructs controllers, states and transitions from a definition rather than by dragging nodes, which means a fighter archetype is a file and not an afternoon.

A sandbox scene builder and an archetype builder that assemble a testable character in one action.

A networked arena builder that generates a five player host-authoritative arena over Unity Relay, so netcode changes can be tested without hand-building a scene each time.

Why this is the interesting half

A fighting game lives or dies on how quickly you can iterate on feel. Every hour spent on retargeting is an hour not spent on hit reactions. The tooling turned a change that used to cost a day into one that costs a few minutes, and that is the actual reason the prototype exists at all.