Supermarket SimulatorSupermarket Simulatorwiki
In-game picture from Supermarket Simulator showing a player picking stock up in the freezer aisle, used to illustrate The body you do not see.
Picture taken from the game to identify this item; it remains the property of the developer or the person who uploaded it, and is credited in the picture sources.

Interface · Supermarket Simulator · read from a local copy

The body you do not see

The game keeps a first-person controller of its own.

Your own character in Supermarket Simulator is driven even though you look through its eyes: the game keeps a first-person controller and a player controller, an IK handler that poses the body, a skin controller that dresses it, and a manager for which input device is in use.

What the game establishes

In play

You look through the character rather than at it, but the body is still there. The game keeps a first-person controller of its own, which is why the view and the body underneath it are two different things.

There is a controller for the player as well. A player controller of its own handles the character, so what moves through the shop is a thing the game can manage separately from the camera.

The body is posed rather than animated key by key. An IK handler of its own adjusts the limbs, which is why arms and legs follow what you are doing instead of playing one fixed animation.

The body is dressed by a controller. A skin controller of its own puts the avatar's surfaces on, so changing how you look is a thing the game applies rather than a new model.

The game knows what you are playing with. There is a manager for input devices, and a kind of key display, which is why prompts can change from a keyboard to a pad without the game guessing.

Even the eyes are a system. Blinking has a controller, a kind of blink and a set of reasons for one, which is why the character's face can react without a script being written for each moment.

The player is tracked as a state as well. There is a state for the player of its own, which is how the game can tell one situation from another without reading it off the animations.

What this entry does not tell you: how many cosmetics exist, how a body is posed in detail, or what each input device changes. We have not verified those, so we do not print them.

Related

Version and sources

A local copy of the game, read only. Identifiers are listed on the technical reference pages; nothing here is estimated. Documented build: 1.6.0 (223).