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Docs/Animate it/Test-run your character in a platformer

Test-run your character in a platformer

Bind clips to Idle / Walk / Run / Jump / Attack and drive the character with the keyboard. The closest thing to playing your game.

Anim-check shows you nine clips playing at once. Test-run lets you actually drive your character with the keyboard, in a tiny platformer arena, with state transitions between clips.

This is the closest you'll get to seeing your character in your real game without exporting. If transitions look smooth here, they'll look smooth in Unity / Godot. If they look broken here, fix them before exporting.

Test run modal with state pickers, a stage, and keyboard bindings.
Five state pickers, a stage, keyboard bindings on the bottom strip.

Opening Test run

Click Test run at the top of the preview canvas, or press + R. The modal opens with five state pickers across the top.

Bind a clip to each state

  • Idle — plays at rest. Default: Action Idle To Standing Idle.
  • Walk — plays while horizontal input is held without Shift.
  • Run — plays while horizontal input + Shift is held.
  • Jump — plays once when Space is hit. Returns to Idle / Walk / Run after one cycle.
  • Attack — plays once when J is hit.

Each picker is a dropdown of every clip in your library — bundled, custom, anim-check selected, all of them. Pick whichever clip you want for each state.

Keyboard

KeyAction
/ AMove left
/ DMove right
ShiftRun modifier (held alongside left/right)
SpaceJump (one-shot)
JAttack (one-shot)
EscClose the modal

Transitions

Test run uses crossfade-on-cycle transitions — the outgoing clip finishes its current cycle while the new clip eases in over ~0.15 s. Unity's Animator does the same thing by default. Godot's AnimationPlayer does not — if you ship to Godot you'll need to implement the crossfade yourself in code or use AnimationTree.

When to use

  • Before exporting, to check that your Idle → Walk transition reads naturally.
  • When picking which clips to use as your jump or attack — sometimes a clip that looks fine on its own feels wrong when triggered from Walk.
  • When tuning playback speeds — Run feels too slow on the keyboard; bump it from 1.0× to 1.4× and see if it fixes the feel.

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