MakeWay – Procedural Character Avoidance System OFFICIAL SALE

Documentation | Support


Characters should make room for the world around them.

MakeWay – Procedural Body Avoidance System helps animated Humanoid characters react to nearby people, walls, and obstacles through procedural upper-body adjustments. Twist the spine, lean the torso, adjust the shoulders, and create space for the arms and hands without dedicated reaction animation clips.

Keep your existing animations and movement controller. MakeWay applies its adjustments over the evaluated animation pose, while your controller handles movement and physical collision.

Add MakeWay Character to the Animator GameObject, choose the obstacle layers, and tune the result with an optional MakeWay Profile. Share profiles across characters or create different settings for different body proportions and reaction styles.

As characters pass obstacles, MakeWay blends their reactions with the animation.


Key Features:

  • Procedural spine twist, torso lean, shoulder retraction, and shoulder lift
  • Runtime arm avoidance using analytic two-bone IK
  • Hand clearance sensing with configurable hand dimensions and additional wrist tilt
  • Fitted chest, pelvis, and thigh volumes to limit arm corrections into the character’s body
  • Adjustable reaction buildup, release blending, and arm rotation speed
  • Movement-aware torso relaxation when standing beside static obstacles
  • Head stabilization to preserve the incoming animation’s head orientation
  • Overall influence and independent left/right arm weights
  • Shared ScriptableObject profiles with built-in defaults when no profile is assigned
  • Configurable obstacle layers, trigger detection, and self-hierarchy filtering

Ideal For:

  • Players and NPCs passing each other
  • Characters moving beside walls, pillars, and props
  • Third-person adventures, RPGs, and social scenes
  • Adding environmental reactions to existing Humanoid locomotion

Give your characters more awareness of nearby space while keeping your existing animation workflow.