How to add a new Hero
Follow these steps to add a new hero to the project.
Importing assets
First, you’ll need to import the following assets for your hero:
3D model of the hero
Animations
Texture
Armory sprite (icon)
Required animations:
IdleRunDefeatShoot(one for each weapon type)
Optional but recommended animations:
WalkingWalking Without WeaponRunning Without WeaponIdle Without WeaponRevive
Folder setup
Inside
Assets/The Archer/Models/Heroes, create a new folder named after your hero. Import the 3D model and animation clips there.Inside
Assets/The Archer/Textures/Heroes, import your hero’s texture.Inside
Assets/The Archer/Sprites/UI/Armory, import your hero’s sprite and set its Texture Type to Sprite (2D and UI) in the Inspector.
Configuring animations
Open each animation file and select it's Animation tab.

Ensure there are no warnings or errors under the Import Messages section.

For
Idle,Walking, andRunninganimations, enable the Loop Time toggle.
For
WalkingandRunninganimations:Open the Events section.
Add animation events whenever the hero’s feet touch the ground.
Set the function name to
Step.

For the
Defeatanimation, add an event near the end of the animation with the functionOnDefeatAnimationEnded.

If you have a
Reviveanimation, addOnReviveAnimationEndednear its end.If you don’t have a revive animation, add that event near the start of the
Defeatanimation — it will be played in reverse to simulate revival.

For every
Shootanimation, add an event with the functionShootat the frame where the projectile should be spawned.
Animator Setup
As mentioned in the Hero Overview, actual animation clips are not stored inside the Hero Animator asset. If you have only the standard animation set, you can skip this step.

Clone the base Hero Animator, rename it, and place it near your hero’s model folder.
If you don’t have revive animation:
Select the
Revivestate in the Animator.In the Motion field, assign the Hero Defeat clip.
Set its Speed to
-1(to play it in reverse).

Movement with and without weapon are blend trees of three animations.
If you don’t have a
Walkinganimation, remove it from the blend tree.

Configuring Animation Sets
Open
Assets/The Archer/Scriptables/Armory/Items/Animation Sets.

Clone one of the existing animation set assets for each weapon type.
Assign your hero’s animations in each asset and remove any unused clips.
Make sure every animation used in your Animator has a corresponding entry here.

You’ll finalize these sets later when connecting them to the hero’s data.
Creating Hero Prefab
Go to
Assets/The Archer/Prefabs/Player/Heroes.

Clone an existing hero prefab and open it.
Inside the model hierarchy, find Left Weapon Parent and Right Weapon Parent, and move them to the prefab’s root.

Delete the old hero model.
Drag and drop your new hero model into the prefab.
Select it and assign your Animator Controller from the previous step.
Add the
HeroEventsHandlercomponent to your model.

Reattach the Weapon Parents (from step 3) to the correct hand bones.
In
Assets/The Archer/Materials/Heroes, create a new material for your hero.Use the October Shader to enable custom rim effects.
Assign your hero’s texture and configure parameters as needed.
Assign this material to your hero’s model.
Select the root GameObject and assign its Animator field to the one used by your model.
Creating Hero Data
Open
Assets/The Archer/Scriptables/Armory/Heroes.Clone an existing Hero Data asset, or create a new one via: Right-click → Create → October → Armory → Hero Data.
Fill in the hero’s properties:
Name
Icon (the Armory sprite you imported)
Prefab (your newly created hero prefab)
Upgrade levels, HP, and Damage stats (you can fill these in now or later)
Ensure at least one upgrade level is defined.

Open
Assets/The Archer/Scriptables/Armoryand select the Armory Database asset.Add your new Hero Data asset to the Heroes List.

Assign the Animation Sets you configured earlier in the grid at the bottom of the Armory Database, next to your hero’s name.

That’s it! When you launch the game, your new hero should now appear in the Armory Page of the Main Menu and be fully playable.
Last updated