Replace stickman model

How to replace the existing stickman model
In this guide, we’ll change the model of the Stickman enemy. As a replacement, we’ll use the default Mixamo model.
Import the new model into your project, ideally placing it in the same directory as the existing enemy model.

Select the Rig tab, set the Animation Type to Humanoid, and set the Avatar Definition to Create From This Model. Then click Apply.

Ensure that no rigging errors are present. If any issues occur, configure the rig manually.
Open the EnemyStickman's prefab.

Select the old enemy model — in our case, it's named StickmanGraphics — and delete it.

Then drag and drop the new model into the prefab. Make sure its position and rotation are set to zero. Adjust the position of the
EnemyHealthBarobject so that it appears above the model’s head.

Select the new model, add an Animator component if it’s not already present, and assign the Controller field to the Animator Controller used by the old model.

Select the new model and set its Layer to EnemyPart. When prompted to apply the change to all child objects, click "Yes, change children".


The next step is to add a Ragdoll component to the new model.
Open the Ragdoll Builder window. (In Unity: GameObject → 3D Object → Ragdoll...)

In the Ragdoll Builder window, assign the Animator component from your new object, set the mass, and click the AutoFill button. Verify that the fields in the Advanced Bone Setup section are filled in correctly, then click Create.


If the results of the Ragdoll Builder are unsatisfactory, you can manually adjust the collider settings of the required object. In our case, the changes should be made within the mixamorig:Hips hierarchy. Select the appropriate object and modify the parameters of its collider component — this may be either a CapsuleCollider or a BoxCollider.


Select the
EnemyStickmanobject and adjust the position and size of the BoxCollider component. This collider will be used to detect bullet hits. It's recommended to make the collider slightly larger to reduce the chance of the player missing.

Select the new enemy model and add the EnemyGraphicsContext component. The DamageFlashEffect component will be added automatically. Initialize the components as shown in the screenshot below.

Check the GameplayAssetsConfig configuration to ensure that the correct root stickman object is assigned to the EnemyPrefab field.

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