Export to Unity
Drag the zip into Assets/. The prefab lands posed in T-pose with the Animator playing your active clip on Awake.
Drag the unzipped folder into your Unity Assets/ directory. The prefab arrives posed in T-pose with the Animator playing your active clip on Awake. Sprite order, animation curves, and bone-aware positions all preserved.
What's in the zip
folder<Project>/
├─ Sprites/
│ ├─ <layer>.png + .png.meta (one per visible layer)
├─ Animations/
│ ├─ <Project>_Idle.anim + .meta (your active mocap clip, baked at 24 fps)
├─ <Project>.controller + .meta (AnimatorController, default = Idle)
├─ <Project>.prefab + .meta (root + per-layer SpriteRenderer + Animator)
└─ README.txtImporting
- Unzip the export.
- Drag the entire folder into your Unity project's
Assets/. Unity imports everything and resolves the .meta files. - Drag the
<Project>.prefabinto a scene. The character appears in T-pose. - Press Play. The Animator plays your active clip on Awake.
Pixels Per Unit = 200
Charios sets PPU = 200 on every sprite, matching the editor's scene scale. A 256-pixel-wide head sprite imports at ~1.28 Unity units, which sits cleanly in a typical Unity scene without manual rescaling. If your project uses a different PPU convention, change PPU in the import settings before instantiating.
Layer order = Sorting Order
Each SpriteRenderer gets m_SortingOrder equal to its position in the layer panel. The 2D draw order from the editor survives import — off-camera arm behind body, sword in front of everything.
Animation
The active clip is sampled at 24 fps over its natural cycle (capped at 3 seconds). Each frame yields a per-layer transform; the deltas from the rest pose become curves on each child SpriteRenderer's m_LocalPosition and m_LocalRotation. m_LoopTime: 1 on the clip and a duplicate of the t = 0 frame at t = duration give a seamless loop.
Adding more animations
Charios exports one clip per Unity export. To add more, re-export with a different active clip — Unity's .anim files are independent assets, and you can drop multiple Charios .anim files into the same prefab's Animator.
Wire them into your AnimatorController:
- Open the AnimatorController. The default state is Idle (whichever clip you exported with).
- Drag your other Charios
.animfiles into the Animator window — each becomes a state. - Add transitions between states with parameters (Speed, Grounded, Attack, etc.).
- Drive the parameters from your gameplay code.
If the prefab looks wrong
- Sprites stacked at origin — old Charios export. Re-export; current versions bake bone-aware positions.
- Sprite order swapped — check Sorting Layer on the SpriteRenderers. Charios writes Sorting Order; if your project uses a custom Sorting Layer, override accordingly.
- Animation doesn't play — make sure your Animator has the AnimatorController set, and that the clip is in the default state. The README.txt in the export bundle has more.
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