Game animation integration
Start with the approved rig, runtime export and clip manifest. Inspect the existing animation player and movement authority before replacing anything. Confirm forward/up axes, scale, bone paths, import type, bind pose, clips, loop flags and event times. Keep source animation approval separate from import verification and in-game visual acceptance.
Separate movement, facing and authored motion
Choose which system owns translation and yaw. Applying controller rotation and the same authored turn twice produces a false turn. Keep uncompensated source clips for pure previews where useful; document the compensated gameplay route. Record heading samples and their frame/time origin. Derive sample spacing from the actual count and duration, not a presumed integer or quarter-frame step.
Do not change base movement speed, attack cadence or navigation responsiveness incidentally. A character need not complete an entire turn clip before obeying a new movement or combat order. Keep visual stepping speed, gameplay facing and speed recovery independently configurable.
Match the pose at a transition
If leaving a partial turn causes a foot swap, longer crossfading alone may not fix it. Compare the last evaluated pose with sampled gait phases in a shared body-local space, excluding world placement and controller yaw. Select a nearby phase at the handoff, then advance normally. Preserve an already better phase.
Build a mapping for the actual anatomy: two feet/knees for a biped can be useful; four-legged rigs need all relevant paws and support joints. Do not prescribe one sample count, stride or blend duration for every rig. Bake reusable pose tables at import/update time; cache bones and avoid allocating or searching each frame. Rebuild when the rig, clips or coordinate convention changes.
Verify intermediate transforms during a finite transition, including upper-body settling. A correct mixer weight does not prove a continuous visible pose. Keep straight and steering variants phase-compatible. Document any root-motion or contact-IK system separately from phase selection.
Bind events and validate
Use actual contact/release markers and the game's authoritative clock. Some custom animation players do not dispatch imported AnimationEvents; verify the chosen route rather than assuming it. Cancellation must suppress events that have not happened. Check attack variants, death, pauses and repeated commands.
Exercise left/right, small/large and reversed turns; Walk/Run exits; Stop/arrival; turn-to-attack; death; disable/re-enable and any storage flow. Review normal speed from the game camera as well as isolated clip playback. Preserve material/team bindings, existing prefab GUIDs and unchanged gameplay values.
Deliver the bone/clip mapping, runtime configuration, source contact times, verified interruption cases and native evidence. Mark missing clips explicitly. Example: integrate a robot's quarter-turns without changing its movement speed; prove a partial turn can enter Run without swapping the supporting foot. Dependencies: approved clips, their editable source/manifest and engine access.


