Robots and personalities
A robot in your map is made of three parts:
| Part | What it decides | Where you set it |
|---|---|---|
| Body | What it looks like | Appearance or Humanoid Body Parts |
| Voice | What it sounds like | the Voice field |
| Mind | Who it is and what it knows | a personality, plus lore |
Each of these is a component: a piece you add to an entity (anything placed in your map) to give it a look or a behaviour. The one that makes an entity a robot you can talk to is called Agent.
Start from a prefab
Three robots ship ready-made in the library: Robot, MuniciPal Robot and Copbot. Drag one in and all three parts are already wired — body, Agent, and a written personality that holds a conversation the moment you press play.
The inspector then shows only the handful of fields that prefab leaves open to you:
| Prefab | Yours to change |
|---|---|
| Robot | Personality, Voice, Plastic, Metal |
| MuniciPal Robot | Personality, Plastic, Metal |
| Copbot | Personality |
Each placement gets its own copy of that personality, so rewriting one robot's bio never touches another's — place the Robot prefab three times and you have three characters to write.
They know who they are, though, and nothing about your map: apart from the Copbot's lore on its own duties, they arrive with no lore. So the first job is still yours — point the robot at what it should know, and rewrite the bio when it should be someone else. Building a robot up by hand from the components below is the long path, and worth knowing for anything the three prefabs are not.
Write who your robot is
Pick your robot, then click its Personality in the Inspector to open it. A personality has three parts:
- Bio: who this robot is, written like you'd describe a character to a friend. This matters most.
- Examples: a few sample chats that show how it talks. Use them when the bio isn't enough, like for a robot that only answers with questions.
- Knowledge: the lore it knows about. Add lore or lore collections here.
Put facts about the place in lore, and put the character in the bio. Two robots in the same town should share the town's lore but have different bios.
For tips on writing a bio that holds up, see writing personalities that behave.
Tell your robot about your map
Lore is a block of text about one subject: a place, an event, a person. A lore collection is a list of lore you can add in one go.
- Press + in the header. The Create window opens; make a new lore.
- Write what's true in your map.
- Add it to the robot's Knowledge.
You can reuse the same lore in many places. "The history of the sewers" can go on a tour guide robot and on a Point of Interest (a component that lets players ask about an entity) on the manhole cover.
Pick a voice
Pick a voiceset on the Agent's Voice field. Twenty-five ship: the aws-* ones are the general-purpose voices, copbot-voice, copbot-voicemid and copbot-voicehigh suit patrol bots, and the rest are characters — mac-grandma, mac-grandpa, thorsten-german, norman, alan-uk and more. Leave the field empty and the robot keeps whatever voice its body ships with.
You do not hear the voice in the editor — it is applied in the game.
Describe what it looks like
Agent and Point of Interest both have a Visual description field. Write a sentence or two about how it looks: it's how the robot describes itself, or the entity it's asked about. Leave it empty and the robot talks about itself vaguely.
The three ready-made robots don't show this field, so put a line about their looks in the bio.
Change how it looks
There are two ways to give a robot a body:
Appearance uses one 3D model as it is. Use it for models like
copbotthat come in one piece.Humanoid Body Parts builds a robot from parts: 45 slots for the skeleton, extras like hats, glasses and beards, the face, and the item it holds. Accessory packs give most of those slots several styles to pick from.
It also carries Plastic and Metal, a row of swatches each — 11 plastics and 7 metals. That is the quickest way to make a robot look distinct, and it recolours live in the viewport.
Baked models ignore the swatches, so combining copbot with Humanoid Body Parts does not do what you might hope — the Copbot prefab pairs it with Appearance for you. Every field is listed in the component reference.
What it looks like in the game
Players talk or type, and your robot answers whatever they say. There's no script of lines, so the personality and lore you write are what make it good.
Next: writing personalities that behave, so your robot stays in character.