Welcome
Last updated
Last updated
Procedural Hit Reactions is a lightweight runtime layer that makes characters, creatures, and even rigid props twist, recoil, and flinch convincingly when struck by projectiles, melee weapons, or explosions. Because every pose offset is computed in real‑time, you can author zero hit‑reaction animations while still keeping full control over style, strength, and timing through intuitive ScriptableObject profiles.
Zero authoring overhead — reactions are generated on‑the‑fly so you can spend your animation budget elsewhere.
Modular by design — drop a BodyPartReactor
on any bone, reuse ReactionProfiles
across rigs, and let the system auto‑wire everything for you.
Ultra‑cheap — pure math & transforms, no physics ragdoll or heavyweight IK solvers.
Direction‑aware — the punch always pushes back from the incoming hit.
Artist‑friendly — tweak curves and axis locks in the Inspector; no code dive required.
Core runtime
HitReactionController.cs
— routes hits per character
BodyPartReactor.cs
— drives offsets on a single bone
ReactionProfile.cs
— ScriptableObject for timing/strength settings
HitReactionTrigger.cs
— drag‑and‑go collider helper for bullets & blades
Sample assets
Fully rigged demo character with ready‑made profiles
FPSController.cs
, projectile prefab, and demo scene
Editor tooling
Custom Inspectors & gizmos for faster setup (coming soon)
Looking for the step‑by‑step setup? Head over to Get Started → Running the Demo Scene once you finish this page.
Unity
2020.3 LTS or newer (tested up to Unity 6)
Render Pipeline
Built‑in, URP, and HDRP supported
Platforms
PC/Mac/Linux, Consoles, Mobile, VR
Tip: Reactions are pure transform offsets—no physics components are required—but Rigidbody colliders help if you need precise hit detection.
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