Notice
The main change in this update is that the weapon binding method has been switched from the previous Weapon Bone–based approach to a Hand Bone–based approach. Based on this, we have applied Unity’s Parent Constraint feature and IK to ensure that the weapon remains stably fixed in the character’s hand without detaching.
When using the previously baked Weapon Bone within animations, issues could occur where the position becomes misaligned during blend trees or animation blending. To address this, we have restructured the system so that weapons are separated from the FBX and prefabs, allowing them to be independently swapped and controlled.
Additionally, in response to numerous customer requests, we have added directional movement animation sets. These are designed so that all directional movement can be controlled using only six clips through a blend tree.
If you have any feedback or notice areas that require improvement during use, please feel free to share it with us. We will continue to incorporate feedback to further enhance the quality of the product. Thank you.