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ZEPETO CharacterController allows avatar loading, character movement and camera control functions.



## STEP 1 : Generate

In the Hierarchy window, select ZEPETO → ZepetoPlayers tab.



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An object called ZepetoPlayers will be automatically created as shown below. ZepetoPlayers is a component that manages character controller modules within the World.

Set values for character control and related functions can be set in the Inspector window.



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## STEP 2 : To Load Character

Once the CharacterController setting is complete, use the provided script to load a character.

Add a GameObject in the Scene and add the ZEPETOScript as shown below.



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You can load ZEPETO characters with controllers directly to the Scene.

Enter the ZEPETO ID in [ZEPETO_ID] to load the character.

Caution

When releasing the world, you should modify the code based on the ZEPETO ID of the user who accessed the world, instead of the ZEPETO ID entered in the code.



Please refer to the following guide. [\[Create a ZEPETO Character\]](🔗)



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## STEP 3 : To Run CharacterController

Use the [▶︎(play)] button at the center of the screen to check that the CharacterController is working properly.

CharacterController has a common character control Key Mapping for each Input Event corresponding to the device (PC/Mobile). Thus, the loaded character can be controlled in a Scene regardless of the platform.

On a PC, characters and cameras can be operated with a mouse. On a mobile device, characters and cameras can be operated with a virtual pad as shown in the screenshots below.

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Mobile Device Screen (Vertical Mode)

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Mobile Device Screen (Horizontal Mode)

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The following input interfaces are supported for character control:

**PC**

  • Move: Keyboard arrows, WASD

  • Jump: Space

  • Double Jump : (Left) Shift

  • Zoom: Mouse wheel

  • Rotate: Screen drag

**Mobile**

  • Move: (Bottom left screen)virtual pad

  • Jump: (Bottom right screen)virtual pad button

  • Zoom: (Two fingers)screen drag

  • Rotate: (One finger)screen drag

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## STEP 4 : To Set Up

You can change the settings of the Character Controller with Default Setting.

Click the ZepetoPlayers object created in the Hierarchy window, then you can view the settings of the currently applied Controller by Parameter in the Inspector window.



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When creating LocalPlayer, ZepetoCamera normally focuses on the upper part of local character's head, and moving the camera / character will cause it to continue following.

Details of each item are as follows.

## STEP 4-1 : Camera (Previous Version)

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Camera (Previous Version)

Camera (Previous Version) ParametersDescription
Prefab(LocalPlayer) MainCharacter flow Camera
Look OffsetStandard location for Camera Focusing (based on Character Head)
Zoom(Max)Zoom Out Maximum Range
Zoom(Min)Zoom In Maximum Range
Rotation Angle(Max)(Vertical + Direction) Rotation limit range
Rotation Angle(Min)(Vertical - Direction) Rotation limit range
Lock X AxisWhether Rotation is locked or not
Collision LayerLayer to which camera collision is applied
SpeedRotate and Zoom speed for Input Value
SensitivityRotate and Zoom sensitivity for Input Value

To change the relative position of Target and Camera, try changing the following properties:

  • Distance : Zoom, maxZoomDistance, minZoomDistance

  • Rotation : Sensitivity, Speed

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## STEP 4-2 : Camera (Enhanced Version)

Starting with ZEPETO.World-1.6.0 version , further enhanced camera modules are available. (available after ZEPETO Apps 3.15.0)

Pressing the 'Replace with Enhanced Camera' button on the top will replace the new camera module. The new camera module is highly compatible with all functions of the existing camera module.

Caution

New camera module via Inspector → Reverse replacement of existing camera module is not supported.

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Camera (Enhanced Version)

Camera (Enhanced Version) ParametersDescription
Prefab(LocalPlayer) MainCharacter flow Camera
Look OffsetStandard location for Camera Focusing (based on Character Head)
Zoom(Max)Zoom Out Maximum Range
Zoom(Min)Zoom In Maximum Range
Zoom Speed(Base)Zoom In/Out speed (for Input Value)
Zoom Speed(Damp)Zoom In/Out's speed Interpolation value (for DeltaTime)
Rotation Angle(Max)(Vertical + Direction) Rotation limit range
Rotation Angle(Min)(Vertical - Direction) Rotation limit range
Rotation Lock X Axis(Vertical direction) Whether Rotation is locked or not
Rotation Speed(Base)Rotation speed (for Input Value)
Rotation Speed(Damp)Rotation speed interpolation value (for DeltaTime)
Collision LayerLayer to which camera collision is applied. - Layer set to Player Layer does not apply.
Use Character CullingWhen checked, Character Culling is applied when the camera collides with the character.

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## STEP 4-3 : Player

  • MotionController : Select Motion Controller Version (V1, V2)

    • Improved Character MotionV2 with ZEPETO.World-1.1.6. (Compatible with Zepeto App 3.11.2 or later)

    • Core Motions are backwards compatible between V1 and V2.

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Motion Controller V1

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Motion Controller V2

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TypeParameter NameDescription
V1, V2 SimilaritiesAnimator ControllerAnimator Controller used by the Character
V1, V2 SimilaritiesWalk SpeedMovement speed of the Walk Input Event
V1, V2 SimilaritiesRun SpeedMovement speed of the Run Input Event
V1, V2 SimilaritiesJump PowerJump height of the Jump Input Event
V2 exclusive - DoubleJump UseDoubleJumpAllows double jump if checked. - If double jump condition is checked, the default input for double jump is Left Shift.
V2 exclusive - DoubleJumpDoubleJump PowerJump height of the DoubleJump Input Event.
V2 exclusive - LandingRoll UseLandingRollAllows Landing Roll if checked. - If landing roll condition is checked, the character will roll if the vertical velocity exceeded 18 units. Upon Landing, if there is Horizontal Input, the landing roll motion wil be triggered.
V2 exclusive - LandingRollLandingRoll SpeedMovement Speed of the LandingRoll Event.
V2 exclusive - MoveTurn UseMoveTurnAllows MoveTurn if checked. - When enabled, the instantaneous (0.1 sec Interval) rotation angle of the character is greater than 90 degrees.
V1, V2 SimilaritiesWalk / Run ThresholdWalk/Run reference value (0-1) applied, for moving input - (V1/V2) Run Threshold : Reference value used to switch to Walk → Run motion - (V2) Walk Threshold : Maximum reference value to which the acceleration of the walk motion is applied
V1, V2 SimilaritiesFloatingUI(onApp)When playing through the app, you can choose whether to expose the UI related to the character. - MiniProfile: When clicking on a character, whether to expose the mini profile pop-up UI - NickName (Me): Whether to expose my character nickname UI - NickName (Others): Whether to expose other characters' nickname UI - BubbleChat (Me): Whether to expose my character's Bubble Chat UI - BubbleChat (Others): Whether to expose other characters' Bubble Chat UI