> For the complete documentation index, see [llms.txt](https://patpat.gitbook.io/penguin-action-toolkit/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://patpat.gitbook.io/penguin-action-toolkit/tutorial/character/create-a-character.md).

# Create a Character

There are many ways you can create a Character in PAT. Here we’ll cover the 3 recommended ones.&#x20;

{% hint style="warning" %}
*For PAT beginners, we <mark style="color:red;">**HIGHLY RECOMMEND**</mark> using the first way - Copy from templates.*
{% endhint %}

## Copy from templates

PAT provides a range of templates to simplify the character initialization process. These templates include <mark style="color:orange;">**different functional characters and enemies**</mark> commonly seen in 2D/3D action games, equipped with various weapons and abilities. With just a few steps, you can have a playable Character and start exploring PAT's unique Action State system to create your own signature combat abilities.

{% stepper %}
{% step %}

### Find a Character you like from the demos

In demo scenes, you can find all the characters in <mark style="color:orange;">**\[===GamePlay===]**</mark>.&#x20;
{% endstep %}

{% step %}

### Locate its prefab

Select the character you want to use in the scene Hierarchy. Right click on it and choose <mark style="color:orange;">**Prefab/Select Asset**</mark>**.**

<img src="/files/Mx4rNcPNcTRWPBvtBUxz" alt="" data-size="original">
{% endstep %}

{% step %}

### Duplicate the prefab

Copy and paste the selected prefab in Project panel.&#x20;
{% endstep %}

{% step %}

### Rename it to whatever you want your Character to be called

{% endstep %}
{% endstepper %}

***

## Create from scratches

You can also create a Character from scratches. This is not the preferred way since there are many tedious steps before you can have a playable character. Unless you are very confident about your understanding of PAT’s system, we do not recommend using this approach to create characters.

<details>

<summary><strong>[PAT Character structure reference]</strong></summary>

**\[NewCharacter]**\
Add a Character component\
Add a Character Locomotion Base component\
Add a Locomotion Motor component corresponding to your game type\
Add a capsule collider or any other components required by your Motor

* **MoveSets**
  * **LocomotionSet**\
    Use LocomotionSet Prefab here
  * **NewMoveSet**\
    Add a Move Set component
    * **New Action 1**\
      Add an Action State component

      Add multiple Modifier components you want to define your action behavior
    * **New Action 2**
    * ...
* **ModelContainer**
  * **Character Model**
* **Hurt Box**\
  Add an Effect Receive Box component

  Add a Box Collider component

  Add a Rigidbody component

</details>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfEl2bY5ibu3dQ1i7_DmAh9Y1guq6aDkOgPrH4kTO2MzLBYQT21QsUuec5srI9-lRkUOuUIKRWvBwL12vLmtbgOTsHPFlj2tIuHuXf6LjD0jitMidsG6Ar_LMrC5P49ksQCj2xs1OMyRMepqtFkE43xJdTS?key=p_nH-JdSTTyX01UFeuszxg" alt=""><figcaption><p>Example: one available character hierarchy</p></figcaption></figure>
