  Over the course of the last several years there was a strong interest in
application of modern optimal control techniques to the field of character
animation. This interest was fueled by introduction of efficient learning based
algorithms for policy optimization, growth in computation power, and game
engine improvements. It was shown that it is possible to generate natural
looking control of a character by using two ingredients. First, the simulated
agent must adhere to a motion capture dataset. And second, the character aims
to track the control input from the user. The paper aims at closing the gap
between the researchers and users by introducing an open source implementation
of physics based character control in Unity framework that has a low entry
barrier and a steep learning curve.
