Creating a Robo Fighter in Asset Forge, animating in Mixamo, then set up in Unity with Playmaker
In this tutorial, I'll cover building a robot fighter using Asset Forge. Then will use the animations from Mixamo to animate the character. Then finally, setting up our character and animations in Unity using Playmaker! Also check out How to Make a Bounce Game Series https://bit.ly/39HIYBU. Cont
This tutorial spans three tools to build and animate a robot fighter: Asset Forge to model it, Mixamo to rig and animate it, and Unity with Playmaker to control punch and kick from both swipe gestures and key presses. It is a useful end-to-end look at moving a custom character through a typical indie pipeline.
Model in Asset Forge and rig in Mixamo
In Asset Forge, stack blocks starting from a pelvis and chest to form a robot, then export as an FBX using the Unity preset with all blocks merged. Upload that FBX to Mixamo, place the rig markers at chin, wrists, elbows, knees, and groin, and choose no fingers since the model has none. Pick an idle fighting stance, then download the idle as FBX for Unity with skin, and download kick and punch animations without skin since the skin only needs to come once.
Build the animator
Bring the animations into Unity, duplicate the animation clips out of their imported FBX containers so the animator can use them, and create an Animator Controller named robot. Add idle as the default state plus punch and kick, and make transitions between all three. Create two trigger parameters, punch and kick, assign them to the matching transitions, and on every transition uncheck Has Exit Time with zero exit time so a press interrupts the current animation immediately, including punch-to-kick and back.
Control it with Playmaker
On a game manager, add a player object with an FSM named character movement starting in Idle. For mobile, add Swipe Gesture Event actions: swipe up sends punch, swipe down sends kick. In the Punch and Kick states, use Set Animator Trigger on the robot with the matching trigger, then a Finished transition back to Idle. For desktop testing, also add Get Key Down on the up and down arrows firing the same punch and kick transitions.
Fix looping
On first test the idle animation plays once and stops. Select the idle clip and enable Loop Time so it repeats, while leaving punch and kick unlooped so they play once and return. Now the robot holds its idle stance and snaps cleanly into a punch or kick from either swipes or keys, even mid-animation.





