The only production ready motion matching system publicly available.
New! (v2.2.4) MxM now contains a free strafe locomotion set that works with animations added in v2.2.2
New! (v2.2.2) MxM now contains a free locomotion set of mocap data, designed and captured specifically for motion matching.
**Most 3D models shown in trailers are not included in the package.**
Standalone Demos – Download the ‘Standalone Gameplay Demo’ to try out a character made with MxM (not included in package). Download the ‘Standalone Stress Test’ demo to see how MxM stacks up in performance.
Included Demo Scene – The Demo Scene included with MxM includes a player controlled Robot Kyle with the ability to run around and perform some parkour vaults. The vault system shown here is for demonstration of MxM event features ONLY and is not intended to be a production ready vault system.
What is Motion Matching
Motion Matching for Unity (MxM) is an alternative animation system to mecanim which enables fluid and responsive animation without the need of a state machine. There is no need to specify transitions, define conditions or keep track of complex animation logic. Motion Matching takes care of most of that for you resulting in unlimited starts, stops, plants and turns.
Motion Matching achieves this by comparing the pose of the character and desired future trajectory (from player input) to all animations in your library. The system will pick the most appropriate time and clip to jump to. This all happens with lightning speed as it is implemented with Unity’s new job system and burst compiler.
Who is it for?
MxM is not a plug and play asset. You need to understand basic scripting in Unity as an absolute minimum. However, strong programmers will make the most out of this asset. Intermediate level experience with Unity and programming in C# is recommended.
MxM supports cut clips but mocap users and studios with high animation bandwidth will reap greater benefits from this asset.
Platforms – While MxM may work on mobile devices, mobile platforms are not yet actively supported