# Table of Contents - [How to: Animal Controller | Animal Controller](#how-to-animal-controller-animal-controller) - [Welcome to Malbers Animations Assets | Animal Controller](#welcome-to-malbers-animations-assets-animal-controller) - [Discover all my Assets | Animal Controller](#discover-all-my-assets-animal-controller) - [Upcoming assets | Animal Controller](#upcoming-assets-animal-controller) - [What's New | Animal Controller](#what-s-new-animal-controller) - [Upcoming Changelog | Animal Controller](#upcoming-changelog-animal-controller) - [Road Map | Animal Controller](#road-map-animal-controller) - [End User Licence Agreement | Animal Controller](#end-user-licence-agreement-animal-controller) - [Changelog | Animal Controller](#changelog-animal-controller) - [Know Limitations so far | Animal Controller](#know-limitations-so-far-animal-controller) - [Features | Animal Controller](#features-animal-controller) - [Improve Performance Tricks | Animal Controller](#improve-performance-tricks-animal-controller) - [Downloads | Animal Controller](#downloads-animal-controller) - [Upgrade to URP | Animal Controller](#upgrade-to-urp-animal-controller) - [Guide to use All Malbers Assets with (AC) | Animal Controller](#guide-to-use-all-malbers-assets-with-ac-animal-controller) - [Upgrade to HDRP | Animal Controller](#upgrade-to-hdrp-animal-controller) - [Tips and Tricks | Animal Controller](#tips-and-tricks-animal-controller) - [Common Issues | Animal Controller](#common-issues-animal-controller) - [YouTube Tutorials | Animal Controller](#youtube-tutorials-animal-controller) - [Video Tutorials (On Queue) | Animal Controller](#video-tutorials-on-queue-animal-controller) - [Mobile Setup Guide | Animal Controller](#mobile-setup-guide-animal-controller) - [UI Manager | Animal Controller](#ui-manager-animal-controller) --- # How to: Animal Controller | Animal Controller [](https://malbersanimations.gitbook.io/animal-controller/how-to-ac#quick-guides) Quick Guides --------------------------------------------------------------------------------------------------- [](https://malbersanimations.gitbook.io/animal-controller/how-to-ac#move-ac-with-less-than-in-place-greater-than-animations) ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-MdOQWPEMTIMoQ13j2LI%252F-MdORA-TpXJjMTkcoC7k%252Fezgif-2-36384e3f3076.gif%3Falt%3Dmedia%26token%3Da0d63d95-7d13-4a25-b6d2-296273e03ae9&width=300&dpr=4&quality=100&sign=9e9d0d3d&sv=2) [Move AC with Animations](https://malbersanimations.gitbook.io/animal-controller/how-to-ac/movement-no-rm-anims) --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- [](https://malbersanimations.gitbook.io/animal-controller/how-to-ac#rebone-mesh-tutorial-skin-mesh-is-missing) ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-Mfx7-d7ak-Dc6BVB34f%252F-Mfx7Jub_7l6YZNXMVQP%252Fchrome_jsgSgMIgLr.png%3Falt%3Dmedia%26token%3D07ea2b6d-ca3e-4e9e-bb43-80bbc6c4f2eb&width=300&dpr=4&quality=100&sign=6ba9533b&sv=2) [Rebone Mesh Tutorial (Skin Mesh is Missing)](https://malbersanimations.gitbook.io/animal-controller/how-to-ac/rebone-mesh-tutorial-skin-mesh-is-missing) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- [](https://malbersanimations.gitbook.io/animal-controller/how-to-ac#create-a-new-mode) [Create a new Mode](https://malbersanimations.gitbook.io/animal-controller/how-to-ac/create-and-configure-a-new-mode) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ [⚔️How to Fix weapons offset and values (Bow, Pistol)](https://malbersanimations.gitbook.io/animal-controller/how-to-ac/how-to-fix-weapons-offset-and-values-bow-pistol) [🔹Play a Mode while Moving](https://malbersanimations.gitbook.io/animal-controller/how-to-ac/play-a-mode-while-moving) [🔊Adding Sound Effects](https://malbersanimations.gitbook.io/animal-controller/how-to-ac/add-sound-effect-to-ac) [🕹️Connect Inputs to the Controller](https://malbersanimations.gitbook.io/animal-controller/how-to-ac/input-to-an-action) [📡Use a MEvent and MEvent Listeners](https://malbersanimations.gitbook.io/animal-controller/how-to-ac/connect-a-mevent) [💎Change from Faceted to Smooth poly art Animals](https://malbersanimations.gitbook.io/animal-controller/how-to-ac/from-faceted-to-smooth) [🔹Set up Timeline](https://malbersanimations.gitbook.io/animal-controller/how-to-ac/set-up-timeline) [](https://malbersanimations.gitbook.io/animal-controller/how-to-ac#tutorials) Tutorials --------------------------------------------------------------------------------------------- [](https://malbersanimations.gitbook.io/animal-controller/how-to-ac#use-ac-for-humanoids) [Use AC for Humanoids](https://malbersanimations.gitbook.io/animal-controller/how-to-ac/use-the-ac-for-humanoids) ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- [](https://malbersanimations.gitbook.io/animal-controller/how-to-ac#add-effects) ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-MdOVCQmizjYAZ3XOYIm%252F-MdOVP2xlD69I9fuQsHU%252Fezgif-6-faad77592cf2.gif%3Falt%3Dmedia%26token%3D633cc2c0-5c0d-451a-918b-097cad38894a&width=300&dpr=4&quality=100&sign=dff80e20&sv=2) [Add Effects](https://malbersanimations.gitbook.io/animal-controller/how-to-ac/add-a-effect-to-the-effect-manager) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- [Modify the controller with a Stat](https://malbersanimations.gitbook.io/animal-controller/how-to-ac/modify-with-stat) [🤠Change Meshes for the Rider](https://malbersanimations.gitbook.io/animal-controller/how-to-hap/change-meshes-for-the-rider) [⁉️Listen when an Mode starts or ends](https://malbersanimations.gitbook.io/animal-controller/how-to-ac/listen-to-modes) [Use the Modify Stat Component](https://malbersanimations.gitbook.io/animal-controller/how-to-ac/use-the-modify-stat-component) [](https://malbersanimations.gitbook.io/animal-controller/how-to-ac#animal-brain-tutorials) Animal Brain Tutorials ----------------------------------------------------------------------------------------------------------------------- [](https://malbersanimations.gitbook.io/animal-controller/how-to-ac#make-animals-flee-when-they-see-the-player) ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-MdORKHqpoM9CZfsHhDI%252F-MdORxyr216Ndz3JOGmX%252Fezgif-6-a26b7c785abb.gif%3Falt%3Dmedia%26token%3D63e65265-0450-4d73-ab3b-5f845fd9b5a9&width=300&dpr=4&quality=100&sign=15482d49&sv=2) [Make animals flee when they see the Player](https://malbersanimations.gitbook.io/animal-controller/how-to-ac/make-animal-flee-when-see-the-animal-player) --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- [](https://malbersanimations.gitbook.io/animal-controller/how-to-ac#fetch-a-ball) [Fetch a ball](https://malbersanimations.gitbook.io/animal-controller/how-to-ac/fetch-a-ball-brain) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- [PreviousMobile Joystick](https://malbersanimations.gitbook.io/animal-controller/mobile/mobile-joystick) [NextPlay a Mode while Moving](https://malbersanimations.gitbook.io/animal-controller/how-to-ac/play-a-mode-while-moving) Last updated 2 months ago Was this helpful? --- # Welcome to Malbers Animations Assets | Animal Controller [🌐Discover all my Assets](https://malbersanimations.gitbook.io/animal-controller/malbers-assets) [🤔FAQ](https://malbersanimations.gitbook.io/animal-controller/annex/faq) [💫What's New](https://malbersanimations.gitbook.io/animal-controller/whats-new) [🌀Upcoming assets](https://malbersanimations.gitbook.io/animal-controller/asset-in-production) [📋Changelog](https://malbersanimations.gitbook.io/animal-controller/changelog) [Contact](https://malbersanimations.gitbook.io/animal-controller/annex/roadmap) ### [](https://malbersanimations.gitbook.io/animal-controller#thanks-for-using-any-of-malbers-animations-assets.-youre-awesome) Thanks for using any of Malbers Animations' assets. You're awesome! 😍 ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252F1NgccefoD0ds1oCoTycF%252FTotalcmd_ITGDppM9M4.png%3Falt%3Dmedia%26token%3D84d0f864-80b7-499c-b802-93ba4d8ebf69&width=768&dpr=4&quality=100&sign=57883979&sv=2) [Animal Controller(AC)](https://assetstore.unity.com/packages/tools/animation/animal-controller-148877?aid=1100lHT6) is an Animation Framework controller, Scriptable-Architecture based. It works with **Root-Motion** or In Place animations, for any **animal** or **humanoid** character. AC is the base controller for all my Assets, but you can use it on any other asset on the Store. It was built from the ground up with over 3 years of experience to make all my assets shine even more with a smooth and modular logic. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2Flh4.googleusercontent.com%2F5o31UZpKVAhZbHpKpC4lYl_CCpagfvTtl4TFPJt89PbHZ2msZglR4oHsRKQeh6v0gExxUG6IaijaUXg4lrqGNqojbsIK8G8O-wasKvhMyT8YPi74ColRGY10GketpLKREWvXKadf&width=768&dpr=4&quality=100&sign=3ec2d737&sv=2) Poly Art Deer using Animal Controller #### [](https://malbersanimations.gitbook.io/animal-controller#this-manual-will-give-you-a-better-understanding-of-how-ac-works) This Manual will give you a better understanding of how AC works. [](https://malbersanimations.gitbook.io/animal-controller#riding-system-for-the-animal-controller) ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-Lzxas_Z2h_FajFzKhsx%252F-Lzxc88ePpE2fezDRPCL%252FIcon.png%3Falt%3Dmedia%26token%3Debb2bc90-a857-4ea2-918c-eb23c01c8da4&width=300&dpr=4&quality=100&sign=97f4943c&sv=2) [\[Riding System\] for the Animal Controller](https://malbersanimations.gitbook.io/animal-controller/riding/hap-riding-system) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Have any questions? Feel free to drop us a line at [**malbers.shark87@gmail.com**](mailto:malbers.shark87@gmail.com) [NextDiscover all my Assets](https://malbersanimations.gitbook.io/animal-controller/malbers-assets) Last updated 7 months ago Was this helpful? --- # Discover all my Assets | Animal Controller ### [](https://malbersanimations.gitbook.io/animal-controller/malbers-assets#you-can-find-the-assets-on-any-of-these-stores) You can find the assets on any of these stores: [](https://malbersanimations.gitbook.io/animal-controller/malbers-assets#unity-unity-project) ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-M2yEFnIhGrPHIyAuhus%252F-M2yFXUw19OpsBKcAOZF%252FUnity-Logo.png%3Falt%3Dmedia%26token%3D5385cfed-a64c-40d2-be00-ff17832250a8&width=38&dpr=4&quality=100&sign=c99e11d3&sv=2) [**UNITY**](https://bit.ly/MalbersUnity3D) **(Unity Project)** -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- [](https://malbersanimations.gitbook.io/animal-controller/malbers-assets#unreal-ue4-project) ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-M2xiVJKiqm3ku82qogX%252F-M2yCB6eGbyU18LuynOl%252FUnreal-Engine100x100.png%3Falt%3Dmedia%26token%3D09221ebe-795c-4320-ad5f-0b69b0c26b59&width=40&dpr=4&quality=100&sign=653c8742&sv=2) [**UNREAL**](https://bit.ly/MalbersUnreal) **(UE4 Project)** --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- [](https://malbersanimations.gitbook.io/animal-controller/malbers-assets#sketchfab-source-files) ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-M2xiVJKiqm3ku82qogX%252F-M2yAtwkax42VMnauGQs%252F100x100.png%3Falt%3Dmedia%26token%3D83cc2a94-90f0-4db5-a71e-2cc8860514b8&width=40&dpr=4&quality=100&sign=b233ca37&sv=2) [**SKETCHFAB**](https://bit.ly/MalbersSketchfab) **(Source Files)** ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- [](https://malbersanimations.gitbook.io/animal-controller/malbers-assets#cgtrader-source-files) ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-M2yEFnIhGrPHIyAuhus%252F-M2yH6IPOwhNrzN8mhIc%252FCG-Trader-Logo.png%3Falt%3Dmedia%26token%3Dc62bb426-175e-4046-b076-49d39f339064&width=40&dpr=4&quality=100&sign=c4d16d98&sv=2) [**CGTRADER**](https://bit.ly/MalbersCGTrader) **(Source Files)** ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- [](https://malbersanimations.gitbook.io/animal-controller/malbers-assets#this-is-malbers) This is Malbers ;) ----------------------------------------------------------------------------------------------------------------- ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-M2yHhFqF6WFQfeBxK67%252F-M2yIG41lth6w_6sbrOl%252FArtis-vs-Art.gif%3Falt%3Dmedia%26token%3Ddbef52f7-eab9-4ceb-8d40-2f7f826c7ef7&width=768&dpr=4&quality=100&sign=c79c0fee&sv=2) [](https://malbersanimations.gitbook.io/animal-controller/malbers-assets#undefined) --------------------------------------------------------------------------------------- [PreviousWelcome to Malbers Animations Assets](https://malbersanimations.gitbook.io/animal-controller) [NextWhat's New](https://malbersanimations.gitbook.io/animal-controller/whats-new) Last updated 1 year ago Was this helpful? --- # Upcoming assets | Animal Controller [](https://malbersanimations.gitbook.io/animal-controller/asset-in-production#rhino-poly-art-and-realistic) Rhino (Poly Art and Realistic) ----------------------------------------------------------------------------------------------------------------------------------------------- ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FaJqkI5AEJHKWMJj8u3mk%252FUnity_tTqj0lFk1p.png%3Falt%3Dmedia%26token%3D481eab24-0bef-404e-a34b-04e74de0321c&width=768&dpr=4&quality=100&sign=155e2b5f&sv=2) [](https://malbersanimations.gitbook.io/animal-controller/asset-in-production#realistic-and-poly-art-domestic-cat-finally) Realistic and Poly Art Domestic Cat! Finally!! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FSGTsa5ahFVIxhsKNEDLg%252FUnity_CVU96nrfAv.jpg%3Falt%3Dmedia%26token%3D612529a5-b686-44d6-8aa5-29f962e2577d&width=768&dpr=4&quality=100&sign=23d54a4e&sv=2) [](https://malbersanimations.gitbook.io/animal-controller/asset-in-production#border-collie) Border Collie --------------------------------------------------------------------------------------------------------------- ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252Fh4qbqPpVTFtcDFVhnkvy%252Fimage.png%3Falt%3Dmedia%26token%3Dad3ca165-9b5e-4826-be65-040ab8fa5fe9&width=768&dpr=4&quality=100&sign=84213215&sv=2) [![Logo](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2Fstreamable.com%2Ffavicon.ico&width=20&dpr=4&quality=100&sign=e21ba7ff&sv=2)Watch Border Collie with Real Fur Alembic | StreamableStreamable](https://streamable.com/vzsw12) [](https://malbersanimations.gitbook.io/animal-controller/asset-in-production#giraffe-poly-art-and-realistic) Giraffe (Poly Art & Realistic) ------------------------------------------------------------------------------------------------------------------------------------------------- ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-MPF7NhI3Awyl-yNLYn5%252F-MPF7fzngobXIgfkkWm8%252FRender_v02_01.png%3Falt%3Dmedia%26token%3Dcd27e305-ce51-4a25-b16e-eff83251b654&width=768&dpr=4&quality=100&sign=da30f30c&sv=2) [](https://malbersanimations.gitbook.io/animal-controller/asset-in-production#rock-golems-poly-art-realistic) Rock Golems (Poly Art Realistic) --------------------------------------------------------------------------------------------------------------------------------------------------- ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-MKffYSklLq3rfQgO6Hk%252F-MKfkDcqorkSCQUUKauV%252Fimage.png%3Falt%3Dmedia%26token%3Dafa62589-c834-4916-b3fc-e4ca8922352d&width=768&dpr=4&quality=100&sign=a43cf46d&sv=2) [](https://malbersanimations.gitbook.io/animal-controller/asset-in-production#poly-art-humans-set-steve-office-set) Poly Art Humans Set (Steve! ) (Office Set) ------------------------------------------------------------------------------------------------------------------------------------------------------------------- ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FDzwjbBUvBLGyAjuKPZlh%252Fimage.png%3Falt%3Dmedia%26token%3D26fe04ef-0f54-4cd9-bc7f-fe1b88fa96ce&width=768&dpr=4&quality=100&sign=b29a665a&sv=2) [PreviousWhat's New](https://malbersanimations.gitbook.io/animal-controller/whats-new) [NextChangelog](https://malbersanimations.gitbook.io/animal-controller/changelog) Last updated 3 days ago Was this helpful? --- # What's New | Animal Controller Let's review what's new in each version of AC and HAP [](https://malbersanimations.gitbook.io/animal-controller/whats-new#whats-new-in-ac-1.4.9-hap-4.4.9) What's new in AC 1.4.9- HAP 4.4.9 ------------------------------------------------------------------------------------------------------------------------------------------- ### [](https://malbersanimations.gitbook.io/animal-controller/whats-new#new-conditions-2) New Conditions 2 ### [](https://malbersanimations.gitbook.io/animal-controller/whats-new#new-torch-example) New Torch example ### [](https://malbersanimations.gitbook.io/animal-controller/whats-new#new-ladder-hand-ik-to-place-the-hands-properly-on-the-handles) New Ladder Hand IK to place the Hands properly on the Handles ### [](https://malbersanimations.gitbook.io/animal-controller/whats-new#new-conditions-on-states) New Conditions on States ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FFLz0AIyPi1mxEF9bYcyE%252Fimage.png%3Falt%3Dmedia%26token%3Dd2bc8810-daf0-433b-97b0-8f347388e109&width=768&dpr=4&quality=100&sign=2fff4b1d&sv=2) ### [](https://malbersanimations.gitbook.io/animal-controller/whats-new#new-conditions-on-modes) New Conditions on Modes ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252F1YBOFvBAw43XBZVyfgww%252Fimage.png%3Falt%3Dmedia%26token%3D6e64d007-f298-4e94-8244-1d816464bbd8&width=768&dpr=4&quality=100&sign=1b28348b&sv=2) [](https://malbersanimations.gitbook.io/animal-controller/whats-new#whats-new-in-ac-1.4.8-hap-4.4.8) What's new in AC 1.4.8- HAP 4.4.8 ------------------------------------------------------------------------------------------------------------------------------------------- ### [](https://malbersanimations.gitbook.io/animal-controller/whats-new#effects-preview) Effects Preview ### [](https://malbersanimations.gitbook.io/animal-controller/whats-new#override-capsule-collider-on-states) Override Capsule collider on States ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FFG0h2MJlshcGnCzGa5GF%252Fimage.png%3Falt%3Dmedia%26token%3D6237177b-947c-4dad-9a5e-53bc6309a49c&width=768&dpr=4&quality=100&sign=85cfc4c3&sv=2) Now the Main Capsule Collider can change on each state to a new shape ### [](https://malbersanimations.gitbook.io/animal-controller/whats-new#new-ladder-state) New Ladder State New Ladder State ### [](https://malbersanimations.gitbook.io/animal-controller/whats-new#find-bone-in-context-menu) Find Bone in Context Menu Find Bone Context Menu ### [](https://malbersanimations.gitbook.io/animal-controller/whats-new#projectiles-now-are-using-unity-pooling-system-multiple-and-spread-angle) Projectiles now are using Unity Pooling system (Multiple and spread angle) ### [](https://malbersanimations.gitbook.io/animal-controller/whats-new#vertical-raw-animator-parameter) Vertical Raw Animator Parameter ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FtAAJodQw7uwUpIgm0BL2%252Fimage.png%3Falt%3Dmedia%26token%3Dc2604397-b2bc-443f-bdc5-1349fcf5be81&width=768&dpr=4&quality=100&sign=48c8711f&sv=2) Used to notify the animator changes in the speed. This is use for connection animations like \[Idle to Run\] ### [](https://malbersanimations.gitbook.io/animal-controller/whats-new#combos-now-have-an-active-value) Combos now have an Active value. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FVjEdH8n9F5mgUH4AwntX%252Fimage.png%3Falt%3Dmedia%26token%3D7e661c1d-126a-41ae-a608-332deb0005d5&width=768&dpr=4&quality=100&sign=f959c78e&sv=2) You can enable or disable combos ### [](https://malbersanimations.gitbook.io/animal-controller/whats-new#combos-have-now-disable-onfinish-disable-on-interrupt) Combos have now Disable OnFinish Disable on Interrupt The Combo will be disabled until you enable it again. E.g. The Air Combo is disabled until the character is grounded again ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FIlA7sEZ6XjfCq2L1wMKx%252Fimage.png%3Falt%3Dmedia%26token%3Dabc67d90-8cdb-40ab-9748-d661db72cb86&width=768&dpr=4&quality=100&sign=cc3bcfc8&sv=2) ### [](https://malbersanimations.gitbook.io/animal-controller/whats-new#grid-spawner) Grid Spawner ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252Fg0H7iCu51H7i4jPsoPZN%252Fimage.png%3Falt%3Dmedia%26token%3D869de8b9-c95c-45e6-9c11-bc60778e6600&width=768&dpr=4&quality=100&sign=289d029a&sv=2) [](https://malbersanimations.gitbook.io/animal-controller/whats-new#whats-new-in-ac-1.4.6-hap-4.4.6) What's new in AC 1.4.6- HAP 4.4.6 ------------------------------------------------------------------------------------------------------------------------------------------- ### [](https://malbersanimations.gitbook.io/animal-controller/whats-new#unity-new-input-system-is-the-default-input-for-ac-and-hap) Unity New Input System is the Default Input for AC and HAP ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FCGXh2npKV94KyrJ3lNYR%252Fimage.png%3Falt%3Dmedia%26token%3Df91d1f72-62d8-4cfc-9bac-e7bca16f16b7&width=768&dpr=4&quality=100&sign=5801b63e&sv=2) Old Unity Input System is still available. You can find Old Prefabs in the same location than the new Input Prefabs. ### [](https://malbersanimations.gitbook.io/animal-controller/whats-new#help-panel-detects-changes-in-the-current-used-device) Help Panel detects changes in the current used device With the new use of the Input system now we can detect automatically when the Keyboard and Mouse or a Game Pad is being used to control the character. In the MInput Link component, there's an event that stores the current device: ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FVVe4wOA5wEOeFP3kueuX%252Fimage.png%3Falt%3Dmedia%26token%3D630d0372-7002-4fbe-b2ab-1df940086b16&width=768&dpr=4&quality=100&sign=1522cb57&sv=2) The help panel will listen to this and it will change the buttons UI to show the proper device ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FshCGYM1xAkfRbJTYUohK%252FUnity_wNkhNCCubw.gif%3Falt%3Dmedia%26token%3D83a1a162-e694-4f6f-a135-51f002e224a2&width=768&dpr=4&quality=100&sign=715c5505&sv=2) ### [](https://malbersanimations.gitbook.io/animal-controller/whats-new#human-core-prefabs-hierarchy-changed) Human Core prefabs hierarchy changed ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FMQcqJ4JLifJlt0a6mQy7%252Fimage.png%3Falt%3Dmedia%26token%3D2b465a1d-aab8-4f91-a5a7-ff2da44ba59f&width=768&dpr=4&quality=100&sign=5076e509&sv=2) **The Player Core prefab** are features and mechanics only a player-controlled character should use. AI characters should not have those. It includes the Main Camera target, Lock On Target, search for enemies.. etc **The AI Core prefab** are features used for AI characters..NPC and Enemies. It includes the AIControl, AI Brain, and Nav Agent components. [](https://malbersanimations.gitbook.io/animal-controller/whats-new#new-shader-graph-shaders) New Shader Graph shaders --------------------------------------------------------------------------------------------------------------------------- AC and HAP use new Shader graph editors which makes them compatible with all Render Pipelines ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252F8mrsWj1j2nVfqjWvNEjl%252Fimage.png%3Falt%3Dmedia%26token%3Dcb274211-461a-4376-9a8f-223771d66e61&width=768&dpr=4&quality=100&sign=b4edcebf&sv=2) ### [](https://malbersanimations.gitbook.io/animal-controller/whats-new#gizmo-visualizer-improved) **Gizmo Visualizer Improved** Gizmo visualizer now has connection lines to help identify connections ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FXqvl6Rsd3KqO2LFPCX3e%252Fimage.png%3Falt%3Dmedia%26token%3D00221b9d-7908-4313-8afd-daaf3c743eb0&width=768&dpr=4&quality=100&sign=ace4a35e&sv=2) New Lens Eye Shader for all animals and Creatures [](https://malbersanimations.gitbook.io/animal-controller/whats-new#whats-new-in-ac-1.4.5-hap-4.4.5) What's new in AC 1.4.5- HAP 4.4.5 ------------------------------------------------------------------------------------------------------------------------------------------- * **Added:** Add Force Reaction Type Target Push/Pull ### [](https://malbersanimations.gitbook.io/animal-controller/whats-new#ik-manager) IK Manager ### [](https://malbersanimations.gitbook.io/animal-controller/whats-new#wall-vertical-run) **Wall Vertical Run** ### [](https://malbersanimations.gitbook.io/animal-controller/whats-new#new-speed-modifier) New Speed Modifier ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FOj4Fl8nSYYpxfL3BHXI0%252FUnity_N7yApykmGn.png%3Falt%3Dmedia%26token%3Dddc111f7-6ed4-4b9c-adcc-a366ec684dec&width=768&dpr=4&quality=100&sign=3c631391&sv=2) ### [](https://malbersanimations.gitbook.io/animal-controller/whats-new#added-local-vars-component.-greater-than-store-accessible-variables-everywhere) **Added**: Local Vars Component. -> Store accessible variables everywhere. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252F1AatGAuALLvyAzJXI1p3%252Fimage.png%3Falt%3Dmedia%26token%3D59a65a33-be0d-4e74-b75e-73147cc652b8&width=768&dpr=4&quality=100&sign=3ec92c0e&sv=2) ### [](https://malbersanimations.gitbook.io/animal-controller/whats-new#new-screen-debug-mode) New Screen Debug Mode We now have a new On Screen Debug Window (Only shows the Selected Animal Controller) ### [](https://malbersanimations.gitbook.io/animal-controller/whats-new#added-cloth-meshes-for-steve-shirt-pants-shorts-shoes-new-active-mesh-system) **Added: Cloth Meshes for Steve (Shirt, Pants, Shorts, Shoes) (New ACTIVE MESH SYSTEM)** [](https://malbersanimations.gitbook.io/animal-controller/whats-new#whats-new-in-ac-1.4.4c-hap-4.4.4c) What's new in AC 1.4.4c- HAP 4.4.4c ----------------------------------------------------------------------------------------------------------------------------------------------- **Added:** Pickable -> OnFocused, Dropped, Picked Reactions ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FixRVh1pl0OVcKIG2NUhO%252Fimage.png%3Falt%3Dmedia%26token%3D766632a8-b5d4-430e-8a45-7e3764a08fa8&width=768&dpr=4&quality=100&sign=b3a53039&sv=2) * **Added**: Sprite Comparer Component. You can use it to compare sprite values (Requested by @HeyBishop) ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252F3b2VMdgTROKAbUmx5Tu2%252Fimage.png%3Falt%3Dmedia%26token%3D7ff861ab-815e-4544-8d79-026fbd20db62&width=768&dpr=4&quality=100&sign=76d8f48f&sv=2) * **Added**: Pickable -> Now it has multiple holders that can be used on the PickUp Drop Component ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FHH1LWISDlqD2clgI7HHu%252Fimage.png%3Falt%3Dmedia%26token%3Da665a9ae-fd32-453d-a367-526361db4969&width=768&dpr=4&quality=100&sign=ebca4bfb&sv=2) ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FfU3qb4tL7VL3XSoqGvSR%252Fimage.png%3Falt%3Dmedia%26token%3D5ce8e5ff-96d9-410d-a67a-2051117ba8c7&width=768&dpr=4&quality=100&sign=a39ed46f&sv=2) **Added**: AI Target -> Now it has a target distribution [](https://malbersanimations.gitbook.io/animal-controller/whats-new#whats-new-in-ac-1.4.4a-hap-4.4.4a) What's new in AC 1.4.4a- HAP 4.4.4a ----------------------------------------------------------------------------------------------------------------------------------------------- * **Added**: Unity Spline Integration (Path Constraint) * **Added**: Grab Ledge -> Ledge Hit Object. Uses a gameobject position to detect Ledges to Climb. Use the Focused prefab to show climb UI. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252F0H6ljHNexb6mFjuS48G3%252Fimage.png%3Falt%3Dmedia%26token%3D27bebc5d-f150-4d60-9d6a-3505ec767949&width=768&dpr=4&quality=100&sign=3d7de2e3&sv=2) * **Added:** States -> Disable Modes List and No Modes Allowed parameters ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FHpXYvYCE8JxXPMy8eton%252Fimage.png%3Falt%3Dmedia%26token%3D9cb37def-1e06-4447-a4e5-6258e4c4d02b&width=768&dpr=4&quality=100&sign=7fbc81e2&sv=2) * **Added:** FloatLerp Component * **Added**: Stats -> Stats value now can be rounded. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252F4iN9aZZOjV7OmAPOs7mU%252Fimage.png%3Falt%3Dmedia%26token%3D6f9838a2-c5a2-45a3-8d2c-21f5581c61da&width=768&dpr=4&quality=100&sign=89230d6c&sv=2) * **Added**: Reaction -> MDamageable Set profile. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252Ff6FMHtS5vOZMxzr7wLTF%252Fimage.png%3Falt%3Dmedia%26token%3Da4f4f81f-f7db-44dc-abb2-d4ae64f7711f&width=768&dpr=4&quality=100&sign=9a199f78&sv=2) * **Added:** Brain Decision -> Chance Decision. Wait using a chance to change to a new Brain AI State * **Added:** Brain Decision -> Check Malbers Tags. Check * **Added:** Pull/Push Animations Human. * **Added**: Animal Controller -> Global RootMotion parameter. Disable completely the rootMotion. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FPaxOvTPfdLzxIhwY5g37%252FUnity_4aEtgXLgdL.png%3Falt%3Dmedia%26token%3Df6351184-030a-4290-b639-98d12d217fd7&width=768&dpr=4&quality=100&sign=ab2dff2e&sv=2) * **Added**: ModeAlign -> Exclude Abilities list parameter ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FPlFEcMewEeS0rXwjJQLl%252FUnity_igc2A3pWHu.png%3Falt%3Dmedia%26token%3De1e49591-701a-452d-9c1e-b84abe42ddc1&width=768&dpr=4&quality=100&sign=1a081539&sv=2) * * * [](https://malbersanimations.gitbook.io/animal-controller/whats-new#whats-new-in-ac-1.4.4-hap-4.4.4) What's new in AC 1.4.4 - HAP 4.4.4 -------------------------------------------------------------------------------------------------------------------------------------------- ### [](https://malbersanimations.gitbook.io/animal-controller/whats-new#debug-gizmos-on-off) Debug Gizmos \[On\] \[Off\] All gizmos can be enabled or disabled for better performance. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FMk4l5mQU5Drg7tteHi6m%252Fimage.png%3Falt%3Dmedia%26token%3Dafea0629-6fc2-4f54-b4f3-c7935615c5c1&width=768&dpr=4&quality=100&sign=1ab539f2&sv=2) ### [](https://malbersanimations.gitbook.io/animal-controller/whats-new#integration-with-cinemachine-3) Integration with Cinemachine 3. Now you can upgrade all cinemachine scripts to CM3 ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252F6LQc1Fpy5fCYB2ssgH98%252Fimage.png%3Falt%3Dmedia%26token%3D3b3b78e0-1f14-4cd7-8fc6-cc4fb46800a1&width=768&dpr=4&quality=100&sign=42a2cd84&sv=2) To Upgrade to Cinemachine 3, make sure Unity 2023 is installed. Upgrade the Package in the Manager and after that Unpack the Malbers CM3 package. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252F1woZYe9JZQ63Wqsm2oiX%252Fimage.png%3Falt%3Dmedia%26token%3Df9a123d9-14e7-4b15-b1c2-4de9e7ede6ee&width=768&dpr=4&quality=100&sign=6450de1a&sv=2) ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FketOE2vpOSkP7ygtFvfY%252Fimage.png%3Falt%3Dmedia%26token%3Ddeb515fd-eac2-4147-9a6d-68546580bc90&width=768&dpr=4&quality=100&sign=1d5754ac&sv=2) ### [](https://malbersanimations.gitbook.io/animal-controller/whats-new#align-look-at-reaction) Align Look At Reaction. Add a quick Look Align to a gameobject. E.g. it can be used to align any Animation mode to a Direction ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252Fl3MAONsNhyguo0ddcCsL%252FUnity_oNhMV9TRFu.gif%3Falt%3Dmedia%26token%3D59982dba-13d2-42b9-88de-9979b95e1cc0&width=768&dpr=4&quality=100&sign=d6c11968&sv=2) ### [](https://malbersanimations.gitbook.io/animal-controller/whats-new#aim-reaction) Aim Reaction. Change the values to the Aim Component. Leave it empty to clear the current target. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FTQnULL52DVU4Zr7gKFco%252Fimage.png%3Falt%3Dmedia%26token%3D869ebb21-8ef8-48d8-bdce-2241bd5f5c85&width=768&dpr=4&quality=100&sign=6d602468&sv=2) ### [](https://malbersanimations.gitbook.io/animal-controller/whats-new#combo-manager-buffer-time) Combo Manager Buffer time Combo Manager -> Now it buffers the Input and waits for the correct time to play the next sequence. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252F7XJ85kEBYQgMnLbpcHVN%252FUnity_QUAAQm7ein.png%3Falt%3Dmedia%26token%3D2b67475b-d0f3-4e0f-985b-3a3ebead1ebb&width=768&dpr=4&quality=100&sign=52fa4476&sv=2) Now the Combo Manager will wait the precise animation time to play the next sequence ### [](https://malbersanimations.gitbook.io/animal-controller/whats-new#projectiles-gravity-distance) Projectiles, Gravity Distance After a given Distance, the projectile will fall. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FG4w3wdECde57OLpGHbVU%252FUnity_1AF1aZbzUP.gif%3Falt%3Dmedia%26token%3Dda628510-0643-48d4-9f0c-7cd96d6a9462&width=768&dpr=4&quality=100&sign=ce938856&sv=2) ### [](https://malbersanimations.gitbook.io/animal-controller/whats-new#animal-controller-inspector-improvements) Animal Controller Inspector improvements Mode List, and State List now can be Hidden. It improves the performance of the Inspector while using the Animal Controller ### [](https://malbersanimations.gitbook.io/animal-controller/whats-new#turn-in-place-by-camera) Turn in Place by camera Allows Steve to turn around using a camera angle. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FbErn37To3WfwcB0gWkNY%252Fimage.png%3Falt%3Dmedia%26token%3D775c166b-6e32-4c7f-9fd8-8bb0bea44c1c&width=768&dpr=4&quality=100&sign=d7033465&sv=2) You can disable this new feature my simply hiding this game object ### [](https://malbersanimations.gitbook.io/animal-controller/whats-new#brain.mode-task-greater-than-stop-mode-on-exit) Brain.Mode Task -> Stop Mode On Exit Mode can be stopped on Exit Task. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252Fv2C20hCBlOiUZJ9QSprC%252Fimage.png%3Falt%3Dmedia%26token%3Dde15a4ad-4ea7-4040-a26f-a6daee036f83&width=768&dpr=4&quality=100&sign=ea62ca9c&sv=2) ### [](https://malbersanimations.gitbook.io/animal-controller/whats-new#animal-controller-greater-than-free-movement-event) **Animal Controller -> Free Movement Event** Animal -> On FreeMovement Event. Now you can subscribe to the OnFreeMovment Event to know if the animal is flying or swimming underwater. A good use of this event is to show UI that is only used when Up Down Movement in the Y axis is needed. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FcCssR6NOjMT1HHFeGNBw%252Fimage.png%3Falt%3Dmedia%26token%3D0012254f-c22a-46cd-890c-0feb05784a5b&width=768&dpr=4&quality=100&sign=6563658&sv=2) [PreviousDiscover all my Assets](https://malbersanimations.gitbook.io/animal-controller/malbers-assets) [NextUpcoming assets](https://malbersanimations.gitbook.io/animal-controller/asset-in-production) Last updated 4 months ago Was this helpful? --- # Upcoming Changelog | Animal Controller ⚠️_**Note to self: Make a BUILD before updating!! (Avoid Build Errors!)**_ **⚙️This indicates that the Feature/BUG is currently being worked on.** **DOCUMENTATION FOR IK 88% AND WEAPON SHOOTABLE..** * **Fix Raven RootMotion animations** * **Unreal Rabbit FUR** * **FIX Poly Art Tiger issue with RootMotion** * **Unreal Racoon FUR** * Mobile Dragon Skeletal Meshes crashes in UE5.5 * **LOD for Kuzar!!** * **Fix Tiger Sketchab Demo** [](https://malbersanimations.gitbook.io/animal-controller/upcoming-chanelog#id-1.5.0-ac-4.5.0-hap-2024) 1.5.0(AC) - 4.5.0(HAP) - 2024 ------------------------------------------------------------------------------------------------------------------------------------------ * **Added:** Lock Target Obstacles Check * ⚙️**Added: New Super Item** * **Added**: ActiveAbilityConditions for the modes. (Those can override the current active ability) * **Added:** Gizmo Visualizer draws mesh and capsule colliders * **Added:** Brain > Task Reaction2 * **Added**: Mode -> On Enable, On Disable reactions and events * **Added**: Mode -> Abilities -> Skip from Random. * **Added**: New Ability ID choosing system for Modes * Added: Weapon Manager -> Drop Weapon List States * **Added:** MInput Link > OnInput Up > InputUpFailed Time. Useful to have a single Input for light and heavy attacks (DarkSiders 3 ) * **Added:** Trigger Proxy -> Reactions * **Added**: Ground Aligner Playable for Timeline * **Added**: Now you can use Scriptable vars to hide other parameters * **Added**: Stat Modifier, Base Stat to use as a base for the Modifier value * **Added:** Transform Offset Var Reference * **Added**: Align Component -> Ignore Y position * **Added:** ReactionVar and StatModifier (TransformVar and GameObjectVar Parameter entries) * **Fixed**: Set Var Listener Task. * **Fixed:** Stats - Default Regen and Degen Rate were inverted. * **Fixed**: Teleporting no longer causes the camera to stay behind. * **Fixed:** UnderWater Swim, when swimming upwards, the character was entering the fall state * **Fixed:** Mount -> Speed Evaluation was ignored on Speed modifiers * **🙌Fixed: On Attack Missed (On Projectiles was ignored)** * **Fixed**: MInput Link was not updating the Clone Input Action Asset from the Player Input (Input System 1.14 Changes) * **Fixed**: MInputLink EnableInput not working correctly, thanks @ᚲᚨᚱᛁᚹᚨᚱᚷᚱ * **Fixed**: Persistent stances were changed by the Weapon Stances when equipped. * **Fixed**: Ragdoll State now delays 3 frames the activation. Needed to Drop weapons when death * **Improved**: Trigger Proxy logic. * **Added**: Conditions Multiple: Thanks @JimmyandGeorge * **Added**: \[ContextMenu("Update Formula")\] to Float Formula Thanks @\[BaltaRed\] Junior Baltazar * **Overall Improvement in code. Thanks @Floky!!** * ⚙️Added: Conditions v2 (Improvement everywere) * * * * **⚙️****Added**: Basic Vehicle State * **⚙️****Fixed: Swim Bounce when entering the water was too deep** * **⚙️Added: Basic empty state??** * **⚙️**DarkSiders Idea: Rolling, Dashing on Edges the character will not fall.. * **⚙️**Mode Aling v2... * **⚙️Split Screen Demo** FOUND A WEIRD ISSUE WITH ROTATING PLATFORMS... it slowly pushes the character from the correct position * * * * **⚙️****Added**: Basic Vehicle State * **Tutorial on how to do Shootable Weapons** * **⚙️Added: Basic empty state??** * when in close proximity to a wall, if you aim a weapon, it will clip through the wall. In most modern **third person games, if you do this there is a system in place in which the character will "pull back" if there isn't enough room, preventing the player from aiming until space is available in front of them.** * States Different States: (Manual, Automatic, Automatic by State, by Interactor, by Zone * DarkSiders Idea: Rolling, Dashing on Edges the character will not fall.. * Darskiders Idea: Quick Input, Normal Attack, Hold Input Heavy Attack * Mode Aling v2...Object * **⚙️** _**Rider does not die when mounting**_ * **⚙️**State Inspector does not allow dragging objects or using the Objkect reference button in Unity 6 * * * * * * * * * [](https://malbersanimations.gitbook.io/animal-controller/upcoming-chanelog#next-new-features-possible-additions) Next New features Possible additions ----------------------------------------------------------------------------------------------------------------------------------------------------------- * **Added: Missing hit test on weapons the Numbers (Check the Bow why is hitting all the time)** * **⚙️Added:** Scriptable IK Processors * **⚙️Swipe** Mobile screen * ~NEW DEMO FOR Transform Translators~ * ~**⚙️Added:**~ ~Conditions are Serialized References (IMPORTANT)~ * **⚙️Added:** Local Multiplayer with New Input System * ⚙️**Added**: Copy Paste Any State Animator Tools ?? * ⚙️**Added: Weapons can have Owner Stats to Increase the Damage to do** * ⚙️**Melee Weapons Charge Increase Attack Option** * **Ride boat.** * ([https://discussions.unity.com/t/script-to-copy-statemachines-whole-controllers/584117/5](https://discussions.unity.com/t/script-to-copy-statemachines-whole-controllers/584117/5) ) * [https://github.com/qwe321qwe321qwe321/Unity-AnimatorTransitionCopier](https://github.com/qwe321qwe321qwe321/Unity-AnimatorTransitionCopier) [](https://malbersanimations.gitbook.io/animal-controller/upcoming-chanelog#bugs-reported-email) Bugs reported Email ------------------------------------------------------------------------------------------------------------------------- * **⚙️**_**Added: Stat System -> not it can have multiple Degeneration and Regeneration besides the default one**_ * _**REMOVE ALL EXIT AND INTERRUPTED TRANSITIONS TO THE MODES**_ * **Removed: Animations Warnings for Humanoids when Importing for the first time 60%** * **Ad** _**UNICORN ATTACK**_ * Extra Runtime [](https://malbersanimations.gitbook.io/animal-controller/upcoming-chanelog#undefined) ------------------------------------------------------------------------------------------ [](https://malbersanimations.gitbook.io/animal-controller/upcoming-chanelog#may-or-may-not-be-pushed-to-the-next-next-update) May or may not be pushed to the next-next update. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ * **Added:⚙️**Combo Manager -> Play AutoCombo. This allows AI to Play a combo automatically. * **Added: ⚙️**Ragdoll State! * **Added: ⚙️**Zipline State * **Added: ⚙️**Rail Grind State * **Added: ⚙️**Stair Grind State * **Added⚙️**: Climb State DropLedge Feature? * **Added: ⚙️** Player Repositioning using Camera Direction [https://youtu.be/mGddMqhQHDQ?t=35](https://youtu.be/mGddMqhQHDQ?t=35) * **Fix!!!! Rabbits Eyes are embedded in the main texture** * **Added**: Condition Exit to Modes. (E.g. Exit when grounded) * **Added**: New 3rd person Camera Main (Compatible with New Input System) 😩 * **Added:** _Injured Stance (Human)_ **⚙️** * **⚙️In Progress**: Brain Component Slave Brain. (This allows to control 2 brains at the same time) Useful for Mount and Rider stuff.?? * **⚙️In Progress**: Fall Rotator (Allow to use the Rotator on the Fall State to do cool swim Jump Animations) * **Added: ⚙️New Advanced Weapon System** * **Added:⚙️** Rider Dismount Uses now Raycast to avoid unwanted dismount situations [](https://malbersanimations.gitbook.io/animal-controller/upcoming-chanelog#roadmap-upcoming-features) RoadMap - Upcoming Features --------------------------------------------------------------------------------------------------------------------------------------- [🛣️Road Map](https://malbersanimations.gitbook.io/animal-controller/road-map) [PreviousChangelog](https://malbersanimations.gitbook.io/animal-controller/changelog) [NextRoad Map](https://malbersanimations.gitbook.io/animal-controller/road-map) Last updated 21 hours ago Was this helpful? --- # Road Map | Animal Controller [](https://malbersanimations.gitbook.io/animal-controller/road-map#something-for-everyone) Something for everyone ---------------------------------------------------------------------------------------------------------------------- * ~✅ICE MOVEMENT WITHOUT STANCES (CUSTOM SPEEDS SETS>>??)~ * ~✅~~**💢⭐⭐⭐⭐⭐Cinemachine 3 Integration!!!!! 90% Done**~ * ~✅Throwing Object Human.~ * ~✅Runtime Skinned Mesh renderer Swap~ * ~✅Cinemachine Zoom In Zoom Out.~ * ~✅Brain.. Play Mode at a Distance, not just near~ * Additive Up -Down Movement. (Spyro Swim Movement Underwater) * Mouse to World is working with the new input system. * Playable Animations (New Playable System) (issues with Animator + Animate Physics (ON HOLD) * Picking up and carrying objects (Human) Multiple Object and Profiles. Humans carrying Multiple Logs (SUPER ITEM) * Cinematic /Timeline Zones for the Animals.. * Climb State -> Jump while Climbing (Zelda Style) * Ultimate Selector + New Input System * Step Manager Texture Recognition. * Animation Aligner! (Rotate In Place -> Move to the Position -> Rotate In Place to the Location Desired Direction.) * Move Pass Current Target with BRAIN AI (E.g. Charge Attacks with Boar) * Wolf Realistic Sword Animations * Ride Boat... * ~✅Call Horse Distance Limit.~ * Weapon while riding: Spear Aiming * IK Using Unity Animation Rigging package * Sensor ToolKit Integration * Puppet Master Integration. * Synty Horse Farm Upgrade. * Fishing State! * #### [](https://malbersanimations.gitbook.io/animal-controller/road-map#click-and-drag-to-move-camera-like-rts-games) Click-and-drag to move Camera (Like RTS Games) * HARD!!! Scriptable Events for Multiplayer (Local and Net) \*\*\* ????? * ~✅Projectiles can have gravity after X time~ * Exhausted Animation, Injured Animation ### [](https://malbersanimations.gitbook.io/animal-controller/road-map#super-item-system) ⚔️ (Super Item System) A weapon can be melee, used for blocking, parrying and shooting projectiles, all in one There's no need to separate it on different weapon type scripts. E.g. Magic Staff (you can shoot spells, act as a melee weapon, and block with it) * ~✅Add~ ~**Formula**~ ~to the Values (Attack, Damage) instead of multipliers. (Use Stats that can be used on the formula too)~ * Unarmed Mode is also of a Weapon Use it as Default Weapon??? * ~✅Play Different Animations when the Character is falling, Jumping using a weapon..E.g. Pound attack with a sword.~ * Weapon Pro Profiles: Damage, Force, Reaction, Hit Effect, Interaction, Anim Speed, Multiplier, Critical, Collider? * Actions: Charge, Fire Projectile, Aim, Hold Attack, Release Attack, Combo, Reload, Block, Parry, Weapon Lock, Counter Attack? * Ricochet Projectiles * Homing Projectiles. * Multiple Projectiles (Area of Shooting - Shotgun? ) * Executions with Weapons. * Add CrossBow * ~✅Add Rifle~ * Use Aiming Events to Activate Different Aiming Cameras? E.g. a Sniper Aims Different than a pistol. * IK component? * Weapon Multiplier * Counter Attack * Parry * Block * Boomerang Weapon (God of War Axe) * Fire without AimingUltimate Selector * Convert the Selector to the Inventory System for the Animal Controller and HAP. * Use Camera Movement to select the items, instead of the Items moving around the camera. ### [](https://malbersanimations.gitbook.io/animal-controller/road-map#new-animal-states) **New Animal States** * ~✅MPathConstraint && MPath component. Useful for walking on Ledges and 2.5D games.~ * **MLadder** Component and ILadder Interface for the Lader State (for Humans) * Scripted Jump, like Stray (Cat Game) * Downslide of a wall * Knock Back State? or Mode? or Both? * **Free Climb** State New Features * Getting to a ledge and start the climb by climbing down * Press an Input to Jump to a wall in the back (Jump Across) * Free Climb -> Animations for Moving on Corners (Inner-Outter Corners) * IK Hand and Feet alignment. * Grapple State (Quick Shoot to a Grapple Point) * Brachiation State * ~**✅Slide State**~ * Push-Pull State * Directional Climb. (New Climb State) Squirrel Style. * Locomotion Start End Animations fix? * **Swim** State Update. Water State can use an External Transform to Align to water (Buyancy with other Water 3rd Party Assets) * Pound Attack! (Mode or State????) * Ragdoll State * ~**✅Ladder State (Human)**~ * ~**✅**~~Change Priority and Activate values of a state to be Local to an animal (Remove it from Scriptable)~ * Speed Modifiers Add it inside the State Asset * Add Optional State\_Variation Parameter to replace States Versions (E.g. Fly with Broom or Fly with Superman Style) * Automatic States from other States. ### [](https://malbersanimations.gitbook.io/animal-controller/road-map#ai-and-animal-brain) **AI and Animal Brain** * AI Control... Make it work also without Navmesh. * Play Auto Combos with Animal Brain. * AI Weapon Combo States (Brain Component) * AI Rider **Advanced Foot Track System for HAP and AC (Addon)** [https://johnleonardfrench.com/terrain-footsteps-in-unity-how-to-detect-different-textures/](https://johnleonardfrench.com/terrain-footsteps-in-unity-how-to-detect-different-textures/) ### [](https://malbersanimations.gitbook.io/animal-controller/road-map#new-animations) **New Animations -** * Elephant LODs * The player pulls an NPC off a horse * Unka: eat/drink/lie down * All Animals : (Sneak, Strafe, Wounded Animations) * ~✅Fox: Dig Hole~ * HUMAN: Add craft and build animations. * eating, * drinking, * sawing, * vertical and horizontal axe and pickaxe movement, * movement of a mat with horizontal and vertical strike, * scraping with a rake, * fishing, (STATE) * moving with a sickle, (STANCE) * moving with a two-handed scythe, (STANCE) * pushing an object, (State) * picking up an object, (Mode) * sitting, (Mode) * lying down, (Mode) * cutting on the ground with a knife. Gathering? * Any chance you could add some more animations for like cuddling the horse, petting, grooming, eating from a character's hand? Also some silly anims would be fun, like horse nudging a character with the head, bumping them with their rear end, rolling around on their back in the dirt, shaking their head no, nodding yes, stomping the ground to show they're upset, stuff like that? Stuff to give them more personality. And it may just be me, but the mane and horse tail hair looks a little too unrealistic, or maybe I need to do something to set it up? The rest of the horse is truly amazing, and seeing the mane and horse tail slightly unfinished look, sorry, no offense, just my opinion, takes away from the otherwise great-looking horse assets. ### [](https://malbersanimations.gitbook.io/animal-controller/road-map#modes) Modes * ~✅Mode -Ability Gravity Properties? (Keep Grounded, Gravity {Ignore, Reset, Keep?}~ [](https://malbersanimations.gitbook.io/animal-controller/road-map#general-features) General Features ---------------------------------------------------------------------------------------------------------- * Pick up Drop Objects (Multiple) * Push Pull #### [](https://malbersanimations.gitbook.io/animal-controller/road-map#new-integrations) New Integrations * 3D Pathfinding: [https://assetstore.unity.com/packages/tools/ai/235638](https://assetstore.unity.com/packages/tools/ai/hypernav-3d-pathfinding-235638#description) * Try working again to fix Game Creator: #### [](https://malbersanimations.gitbook.io/animal-controller/road-map#adding-additives-elements-multipliers) ~Adding Additives Elements Multipliers~ ~The weapons can have multipliers that can interact with others...~ ✅~Fire, Water, Toxic, Ice.~ ~✅These IDs will have a Weak and Resistant List of values to react with~ [](https://malbersanimations.gitbook.io/animal-controller/road-map#whats-malbers-working-for-ac-and-hap) What's Malbers working for AC and HAP? ---------------------------------------------------------------------------------------------------------------------------------------------------- * ✅~HAP: Killing the Rider while mounted.~ * HAP: Lamp Tutorial for the Ground and Riding, * HAP: Passenger Mount; (Passenger Animations) * HAP: AI Riding (Multiple Brain control for AI Rider and AI Horse) * HAP: New Animations: Yes, No, Eat from Hand, Stop on The Ground (Upset), Scared, Start Angry Jump in Place trying to get rid of the Rider) * something similliar was noticeable in gta series when you brake into wall and the player will be crash to ground from the front windshield! The brake can be automated , for instance you will try to run into a wall with fullspeed , so the horse will brake just near the wall and the rider will crash with ragdoll!HAP: Upgrade Mane, Tail * Guide Horse with the reins.?? * Baby Horse _**UNIVERSAL AC WEAPON!**_ * _**Weapon needs multiple actions with their Inputs (Main Atk, Second Atk, Third Atk) and release inptus. E.g. MainAttack can be aiming which enables the 2 Atck**_ * _**Melee weapon can be shoot projectiles too..**_ * _**Melee weapon can aim and attack differently while aiming (Spear Aiming While Mounting)**_ * _**Weapons**_ Unka? Eat / Drink / Perch / Crawl animations ### [](https://malbersanimations.gitbook.io/animal-controller/road-map#possible-future-integrations) Possible Future Integrations? [![Logo](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2Funity-assetstorev2-prd.storage.googleapis.com%2Fcdn-origin%2Fimages%2Ffavicons%2Fapple-touch-icon.png%3Fv%3D1&width=20&dpr=4&quality=100&sign=1730ac3&sv=2)MIS-MotorcycleUnityAssetStore](https://assetstore.unity.com/packages/add-ons/mis-motorcycle-207532) [](https://malbersanimations.gitbook.io/animal-controller/road-map#ideas) IDEAS!! -------------------------------------------------------------------------------------- Puzzles with AC ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FL1oy5FtL9wXk945L1uyC%252Fchrome_AqTvIj9FtD.gif%3Falt%3Dmedia%26token%3D387611e5-22d1-4899-9b2a-93fa0d4bc48a&width=768&dpr=4&quality=100&sign=a0a7eb5c&sv=2) Mario vs Rabbits: (Pick statues to places in their places) ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FJHoMplc5GkOi4f48xFco%252Fimage.png%3Falt%3Dmedia%26token%3D819469a7-febc-4978-8ca2-f7edf79fc2c3&width=768&dpr=4&quality=100&sign=4e8b6f4&sv=2) Colored Platforms (They toogle their position when you press the button) ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252F2ATEYbJTP7x52btLYtTp%252Fimage.png%3Falt%3Dmedia%26token%3Dc4699ad0-d8b1-44af-8845-96b6cf450cab&width=768&dpr=4&quality=100&sign=5ee73afe&sv=2) Turning Mirrors with buttons and laser/light ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FMWII0qlA1svq1GQh4qjY%252Fimage.png%3Falt%3Dmedia%26token%3D5448e8a9-1ddc-4e0f-b2c1-804efca9542f&width=768&dpr=4&quality=100&sign=894aea0c&sv=2) Blocking walls when you get near them [https://youtu.be/vuMnHPNaqh0?t=29618](https://youtu.be/vuMnHPNaqh0?t=29618) [PreviousUpcoming Changelog](https://malbersanimations.gitbook.io/animal-controller/upcoming-chanelog) [NextEnd User Licence Agreement](https://malbersanimations.gitbook.io/animal-controller/end-user-licence-agreement) Last updated 28 days ago Was this helpful? --- # End User Licence Agreement | Animal Controller [](https://malbersanimations.gitbook.io/animal-controller/end-user-licence-agreement#end-user-licence-agreement) **End-User Licence Agreement** ---------------------------------------------------------------------------------------------------------------------------------------------------- This End User Licence Agreement (or EULA) is a legal agreement between you and **Malbers Animations**, governing your rights and obligations in relation to our Assets. By purchasing or downloading our Assets from a **store** ([**Unity**](https://unity3d.com/legal/as_terms) , [**Unreal**](https://www.unrealengine.com/en-US/eula/creators) , [**Sketchfab**](https://sketchfab.com/licenses) , [**CGTrader**](https://help.cgtrader.com/hc/en-us/articles/360015124437-Royalty-Free-License) ), In addition to those stores EULAS you accept the terms of this custom EULA. In this Additional EULA, certain words and phrases have the meanings given below. #### [](https://malbersanimations.gitbook.io/animal-controller/end-user-licence-agreement#asset) **Asset** Meaning a digital asset that we offer for purchase through a Store, or free to download on our website. #### [](https://malbersanimations.gitbook.io/animal-controller/end-user-licence-agreement#product) **Product** Meaning any videogame (which will always be covered by the stores' licenses), or any other product or production that we agree with you in writing as being covered by your license. #### [](https://malbersanimations.gitbook.io/animal-controller/end-user-licence-agreement#store) **Store** Meaning the Unity AssetStore, Unreal Marketplace, CGtrader, Sketchfab, or any other store where we offer Assets for purchase or download. #### [](https://malbersanimations.gitbook.io/animal-controller/end-user-licence-agreement#your-team) **Your Team** Meaning all employees, contractors, and other collaborators working on a technical or creative role on any one or more **Products** that incorporate the licensed **Assets**, excluding anyone working solely as a producer or project manager, or solely on music or audio. #### [](https://malbersanimations.gitbook.io/animal-controller/end-user-licence-agreement#we-us-our) **We/Us/Our** Meaning Malbers Animations. #### [](https://malbersanimations.gitbook.io/animal-controller/end-user-licence-agreement#you) **You** Meaning the individual or organization who purchases or downloads **Assets** through any **Store** [](https://malbersanimations.gitbook.io/animal-controller/end-user-licence-agreement#your-license-entitlements) **Your license entitlements** -------------------------------------------------------------------------------------------------------------------------------------------------- When you purchase an **Asset** from a **Store**, you are purchasing a license to the **Asset**. We retain all intellectual property in the **Asset**, but the license gives you the entitlements outlined below, with certain restrictions that depend on the type of license purchased. Unless stated otherwise in the documentation that comes with your purchase, your license is a Standard License, with the restrictions outlined below. Subject to the restrictions below, once you have paid the purchase price specified in a **Store** or agreed with **Us** in writing, your license entitles you: * to incorporate the **Asset** into **Products** produced under your direct control, and into promotional materials (graphics, videos or print media) for those **Products****.** * to publish, distribute, transmit, broadcast, communicate, show and play the Asset as incorporated into those **Products** and promotional materials * to adapt the **Asset** for the purpose of doing any of the above, and to do any of the above with the **Asset** as so adapted, and * to authorize third parties to do any of the above, but only in relation to **Products** produced under your direct control, and promotional materials for those **Products**. * monetize the Asset within and for use within a Licensed Product, including via in-app purchases; Modifying an **Asset** does not mean you own that **Asset**, or that you can do anything with that Asset beyond what is specifically allowed in this EULA. ### [](https://malbersanimations.gitbook.io/animal-controller/end-user-licence-agreement#end-user-will-be-prohibited-from-using-the-asset-license-for-the-following-products) **END USER will be prohibited from using the asset license for the following products:** * Creation & Trading of Non-Fungible-Tokens ([**NFT**](https://en.wikipedia.org/wiki/Non-fungible_token) ) and/or use in Blockchain-based projects or products. * Creation of content for [**Metaverse**](https://en.wikipedia.org/wiki/Metaverse) \-related products like paid metaverse Avatars created from the **assets**. * Remix, transform, or build upon the material, and re-sell the modified material. ### [](https://malbersanimations.gitbook.io/animal-controller/end-user-licence-agreement#end-user-needs-to-contact-malbers.shark87-gmail.com-if) **END USER needs to contact** [**malbers.shark87@gmail.com**](mailto:malbers.shark87@gmail.com) if: * 3D printing or 2D render images for commercial use. [**Animal Controller**](https://assetstore.unity.com/packages/tools/animation/animal-controller-148877?aid=1100lHT6) **Scripts** and the **Riding System Scripts** from [**Horse Animset Pro**](https://assetstore.unity.com/packages/3d/characters/animals/horse-animset-pro-riding-system-79902) are excluded from these restrictions [](https://malbersanimations.gitbook.io/animal-controller/end-user-licence-agreement#other-features) **Other features** ---------------------------------------------------------------------------------------------------------------------------- * The license is non-exclusive. * Provided you pay the required purchase price, the license is royalty-free. * The license is worldwide, and is not limited by game engine, OS, platform or device. You can transfer the license to another entity that acquires all or substantially all of the rights in the Product(s) that incorporate the relevant Assets. To give effect to the transfer, you’ll need to notify Us in writing, and the transferee will need to give Us a signed, written undertaking accepting the terms of this EULA. So long as you meet these requirements, you don’t need our permission to sell the rights in your game. * The license cannot be terminated except as stated in this EULA. ### [](https://malbersanimations.gitbook.io/animal-controller/end-user-licence-agreement#support) **Support** We do currently provide after-sales support for our Assets, but we do not guarantee that this will continue, and may withdraw it at any time. The level, timing and amount of support provided are entirely up to Us. ### [](https://malbersanimations.gitbook.io/animal-controller/end-user-licence-agreement#source-files) **Source files** You must not share the source files of any Assets outside your team. To be clear, you can allow your contractors to access the source files while they are working for you, but you must ensure they delete all their copies when they finish their engagement. ### [](https://malbersanimations.gitbook.io/animal-controller/end-user-licence-agreement#audits) **Audits** You must provide Us with access to your records relating to the number of individuals in your Team and your use of any Assets, as reasonably requested by Us from time to time for the purpose of auditing your compliance with this EULA. We will give at least 5 days’ notice of any request, and will not make more than one request in any six month period. We will keep confidential any information we acquire through these audits and will use it only as necessary to enforce our rights in connection with this EULA. ### [](https://malbersanimations.gitbook.io/animal-controller/end-user-licence-agreement#chargebacks) **Chargebacks** Chargebacks are handled by the Stores you purchased the Asset. ### [](https://malbersanimations.gitbook.io/animal-controller/end-user-licence-agreement#termination) **Termination** If you commit a non-trivial breach of this EULA, and have not remedied the breach within 30 days of Us requesting a remedy in writing, we may give notice to you to terminate any one or more licenses that we have granted you in relation to any Asset. ### [](https://malbersanimations.gitbook.io/animal-controller/end-user-licence-agreement#other-restrictions) **Other restrictions** You must not represent to anyone that you own or have created the Assets. You must not claim to be affiliated or in collaboration with Us. You must not use or share our Assets except as expressly permitted by this EULA. In particular, you must not distribute our Assets as stock images or stock art (2D or 3D) or otherwise share them for re-use by third parties. Except as expressly permitted by this EULA, you must not use our name, logo or other media in connection with any product, service or production. ### [](https://malbersanimations.gitbook.io/animal-controller/end-user-licence-agreement#you-must-indemnify-us) **You must indemnify Us** To the maximum extent permitted by law, you agree to indemnify Us, our employees, and agents against any third-party claims or proceedings based on or arising out of your use of or other dealings with the Assets or your violation of this EULA. This includes indemnifying against all losses, costs and expenses (including legal fees) arising from those claims or proceedings. ### [](https://malbersanimations.gitbook.io/animal-controller/end-user-licence-agreement#governing-law-and-courts) **Governing law and courts** This EULA is governed by the laws of Ecuador. We may enforce our intellectual property rights and the terms of this EULA in any court that has jurisdiction over you. You agree that any claim or proceedings against Us can only be brought in the courts of Ecuador. ### [](https://malbersanimations.gitbook.io/animal-controller/end-user-licence-agreement#our-warranties-and-liabilities-are-limited) **Our warranties and liabilities are limited** To the maximum extent permitted by law, the Assets are provided “as is” without warranty of any kind. We disclaim all representations, promises, or warranties, whether express, implied, statutory, or otherwise, with respect to the **Assets**, including their condition, availability, or the existence of any latent defects, and we specifically disclaim all implied warranties of merchantability, title, non-infringement, suitability, and fitness for any purpose. We do not warrant that the Assets will be error-free or that they will be able to be used without interruption. In no event will our liability to you arising out of or in connection with any Assets exceed the price paid by you for your license(s) to those Assets. To the maximum extent permitted by law, you agree that we are not liable to you for any indirect, special or consequential loss or damage caused or contributed to by Us or the Assets, regardless of whether your claim is based on contract, tort (including negligence), equity or any other legal theory. ### [](https://malbersanimations.gitbook.io/animal-controller/end-user-licence-agreement#changes-to-this-eula) **Changes to this EULA** We can change this EULA at any time, by making a new version available through the relevant Store. However, our changes will not affect your rights under any licenses that you have already purchased. [PreviousRoad Map](https://malbersanimations.gitbook.io/animal-controller/road-map) [NextFeatures](https://malbersanimations.gitbook.io/animal-controller/features) Last updated 2 years ago Was this helpful? --- # Changelog | Animal Controller [](https://malbersanimations.gitbook.io/animal-controller/changelog#if-you-have-trouble-upgrading-or-any-script-is-causing-errors-remove-the-malbersanimations-common-sc) If you have trouble upgrading or any script is causing errors, remove the "MalbersAnimations/Common/Scripts" folder and reimport the asset again. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- [↗️Upcoming Changelog](https://malbersanimations.gitbook.io/animal-controller/upcoming-chanelog) [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.4.9-ac-4.4.9-hap-march-03-2024) 1.4.9(AC) - 4.4.9(HAP) - March 03 , 2024 ------------------------------------------------------------------------------------------------------------------------------------------------------ * **Added**: Torch IK Manager Sample * **Added**: AI Decision -> Check New Conditions!!!!!!! * **Added**: IK Manager -> Mode Weight now can exclude all modes * **Added**: Ladder State -> Now it has IK Solution for placing the Hands and Feet on the ladder * **Added**: Conditions2 a better and faster way to use conditions everywhere * **Added**: Modes -> New Enter, Exit, and Interrupt Conditions. * **Added**: Modes -> New ForceIgnorePriority bool * **Added**: MProjectile. On RayCastHit event * **Added**: GameObject Reaction. * **Added**: Create Human Menu (Player and AI) * **Added**: MDamageable OnEnter On Exit Profile Events * **Added**: Mode Abilities now can copy the Audio data to all other abilities * **Added**: Respawner -> QuickRespawn. * **Added**: Slide State -> Exclude Malbers Tags in Ground Changer * **Added**: IK Manager -> Weight Animator Parameter comparer * **Added**: IK Manager -> Weight conditions * **Added**: IK Manager -> State Weight Check Profile * **Added**: Slide Max Enter slope limit to avoid sliding on weird surfaces * **Added**: Rider -> Now it can be set to kinematic while mounting * **Fixed**: Stances not rotating on Idle. When Strafe was enabled * **Fixed**: Glide State -> Start height was ignored on State.Activate() * **Fixed**: Climb-> Align Start used the Normal of the wall instead of the direction.. * **Fixed**: Bullets set to Impact None, were not placed in the Hit Target position. * **Fixed**: Editor -> IDs dropdown menu was not setting the correct value on arrays * **Fixed**: IDs on an array were not being picked correctly. * **Fixed:** Editor ->Modes Abilities now shows the currently selected Ability * **Fixed**: Zone Forces were not affecting **Glide** and **Fly.** * **Fixed:** Int Range Var was inheriting from float var instead of int var * **Fixed**: VariableReference Drawer was not calculating the height correctly when the property has multiple rows * **Fixed:** Force Mode Modifier were not interrupting Jump forces. * **Fixed**: IK Goal Human Offset. Now it works better with local Targets * **Fixed**: Respawner was destroyed when disabled * **Fixed**: Automatic Zones were not activating if the animal was inside the zone but some of the conditions were not true. * **Fixed:** Standard Shader was causing blue bloom on the Standard Fur Shader * **Fixed**: AI -> Jumping Across Offmesh link was not jumping on the correct direction * **Fixed**: Check missing colliders was not checking disabled colliders, * **Fixed**: Shooteable Spread Angle was ignored. * **Fixed**: GroundChangesGravity was setting the gravity to zero when no ground was found * **Fixed:** GrabLedge was not cleaning the inertia from the movement when activated * **Changed**: Use Transform now uses a TransformReference. * **Improved**: Slide State had some changes to enhance ground detection [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.4.8b-ac-4.4.8b-hap-2024) 1.4.8b(AC) - 4.4.8b(HAP) - 2024 -------------------------------------------------------------------------------------------------------------------------------------- * **Added**: Effect Manager now previews the effects and can manipulate offsets in the scene * **Added:** Rider - Now the Rein offset has previews and the offsets can be manipulated in the scene * **Fixed:** Camera at the start, was not behind the target. * **Fixed:** Wolf Mobile scene was not picking the weapon * **Fixed**: Glide Umbrella animations were missing 2 clips * **Fixed:** Messages were not sending Transforms and gameObjects properly * **Fixed:** Dodge was not playing on Steve * **Fixed**: Jump State, the Double Jump Time was not playing in the correct time. * **Fixed:** ModeAlign was doing weird alignments if the animal was inside the search radius. * **Fixed:** Gradiend4 Shader was ignoring the emmisiion glow green change when picking health * **Fixed**: Grab Ledge Alignment was a bit off * **Fixed**: Equipping a weapon with a stance not found in the animal causes issues * **Fixed**: ModeModifier was not passing the Residual Up Force value to the Fall State * **Fixed**: Simple Transformers were not reseting LoopType.Once+ EndType.None to value 0 * **Fixed**: if the animal was in timeline the animal could play modes . * **Fixed:** Slide state Allow Exit was not checking if is not in a Ground Changer * **Fixed**: Arrow Projectiles were playing double sound, when equipped * **Fixed HAP**: Strafing with the horse was not working properly * **Fixed HAP:** Instant Dismount was not using the Dismount ID * **Fixed HAP:** Canter Jump Height was off. * **Fixed HAP**: StartMounting was throwing an error. * **Fixed HAP:** Saddle was not showing the AO map * **Changed**: Some private methods were changed to virutal protected and virutal public (Integrations) * **Improved**: Animal Controller Creating States from the plus button. is super fast now [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.4.8a-ac-4.4.8a-hap-2024) 1.4.8a(AC) - 4.4.8a(HAP) - 2024 -------------------------------------------------------------------------------------------------------------------------------------- * **Added**: Modes (Additive and Multiplier) Position and Rotation Speeds) * **Added**: Animal Movement reaction -> Modify Turn, Animator Speed and Global RM * **Fixed**: ModeAlign was not working properly on Terrains Slopes and was failing on NonAnimal Objects * **Fixed:** MDisplay Trajectory was not showing the trajectory on the Bow * **Fixed:** MAI States were not showing properly the Decisions and Tasks on the inspector * **Fixed**: Ladder -> Auto was not working on the Top of the Ladder * **Fixed**: Creating a Ladder From scratch broke Unity. * **Fixed**: IK Manager Set names were not saved properly on prefabs * **Improved**: Searching for Abilities in the modes is faster now (Using Dictionary) * * * [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.4.8-ac-4.4.8-hap-jan-3rd-2025) 1.4.8(AC) - 4.4.8(HAP) - Jan 3rd 2025 -------------------------------------------------------------------------------------------------------------------------------------------------- * **Added**: Override Capsule in States * **Added**: Ladder State * **Added**: Animal -> Now it can **Test** at runtime Modes and Stances right from the inspector * **Added**: IK Behaviour -> Now it can activate an IK Set on a normalized time of an animation * **Added**: Rider -> Now has a default option to NOT Synchronize Modes. This may cause issues when using weapons and the animal is attacking simultaneously. * **Added**: new Context Menu to find Bones from the Human Animator * **Added**: New IK Processor. IK Follow Rotation * **Added**: New Optional Animator Parameter Vertical Raw, it sends the Target vertical speed. * **Added**: Shootable Component -> New Empty Ammo Event * **Added:** Combo Manager -> Combos now have an Active value. * **Added**: Grid Spawner * **Added**: Shooteable and Projectile Thrower (Spread and Multiplier Angle value) * **Added**: Projectile Thrower (Multiple Projectiles) * **Added**: Pool System for Projectiles (Thanks @BigBadWolf) * **Added**: Combo Manager -> Combos now have \[Disable On Finish\] and \[Disable on Interrupt\] values * **Added**: MExplosion now has a Block explosion Layer. * **Changed**: Empty delegates were removed from Unity Actions and Events. (Better memory management) * **Changed:** Protected methods all around were changed to virtual for integration purposes. * **Changed**: IK Manager now uses String Reference for the IK set name. * **Fixed:** Respawner was not resetting the Stats Component. Health * **Fixed**: Aligner now has Min Distance to activate. * **Fixed**: IK Manager was still working on Disabled. * **Fixed**: Lock Target on Unity 6 was not working properly * **Fixed**: Stat Monitor UI was throwing an error when an NPC died. * **Fixed**: State Enter CoolDown was changed at runtime * **Fixed**: Force State on the same State was done even when the state has Transition to itself off * **Fixed**: Override State on Start was not working properly * **Fixed**: Long Press was not calling OnInput Up if the Long press was completed * **Fixed**: Manual Entry Path constraints was not connected to the Interact Input * **Fixed**: Combo Manager annoying bug when using same sequences in a combo like 1 2 1 3 * **Fixed**: Draw Inspector Inside another inspector was not changing the properties (Thanks Samuel) * * * [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.4.7-ac-4.4.7-hap-hotfix-hidden-update-2024) 1.4.7(AC) - 4.4.7(HAP) - HotFix (Hidden Update) 2024 ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ * **Fixed**: Simple Translators set to Once were returning to value 0 * **Added**: Simple Translators now have laps value to limit their cycle on **Repeat** and **PingPong** option * **Added**: Local Variables (int,float, string) now have operations (Add, Subtract, Multiply) * **Fixed:** Creating a Combo Mode with no abilities cause inspector errors * **Fixed**: Point Click not clearing targets. [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.4.7-ac-4.4.7-hap-nov-10th-2024) 1.4.7(AC) - 4.4.7(HAP) Nov 10th - 2024 ---------------------------------------------------------------------------------------------------------------------------------------------------- **Improved:** IK Manager is more accurate on Fixed Update. All IK and Weight Processors were reworked. **Improved:** Transition from Jump RootMotion State to Fall State **Improved:** Horse Jump RootMotion movement. **Improved**: Simple Transformers ( Rotator,Translator and Scale) have a new Update Cycle Option **Improved**: Simple Rotator,Scale and Translator has more options to create custom Transform Animations. **Improved**: Aim -> Searching for aim assist is faster. **Added**: Miss Attack Chance on Weapons **Added**: Interact Animation/ActionMode. **Added**: Top Down Support for aiming with GamePad (GamePad Mouse) **Added:** New Input System -> Fast Input Script (allows to create fast inputs to connect via unity events) **Added:** MInputLink -> Now shows the Binding on the Input Properties. **Added:** Track Manager -> now checks if the character is in a state to enable or disable the tracks **Added**: MInput Link -> Vector2 input type multiplier value **Added**: MInput now shows in the inspector what bindings each input has **Added:** UI is now added to the Menu Tools/Malbers/Test Scenes **Added**: TextMesh Pro is now added to the MalbersAnimations assembly definition. **Added**: IK Weight -> Aimer has Target **Added**: IKWeight -> LookAt Offset Angle **Added**: IKWeight -> Stance Check, State Check, Mode Check **Added**: IK Weight -> Set has a Target Index **Added**: IK Processor Rotate Around Aim Horizontal Vertical **Added**: Damageable -> Align to damage only when movement is not detected **Added**: MWeapon Manager -> ResetInput Source Connection. **Added**: Vector2 Listener component. **Added**: Vector3 Condition comparer. **Added**: Mode Behavior -> Experimental -> Option to remove all Exit Transitions for the modes. **Added**: Tag Reaction (Add Remove Target from a gameObject) **Fixed**: Point Click -> The AI Control Interface was not correctly found. **Fixed:** Aim Bow Animation was animating the Pelvis on the West Aim. **Fixed**: Aim -> Changing form Camera Aim to Target Aim was not doing it smoothly **Fixed:** Aim -> Aiming to the Center was not accurate... **Fixed**: Climb South East animation was not mirrored **Fixed**: Play Transform Animation Component -> It was not reset on Play **Fixed**: NavMesh Links were not properly recognized on Unity 2022.3 **Fixed:** Climb State -> Some values were not reset properly on Activate if a wall was not found **Fixed**: Zone -> ZoneType = Reaction Only was not working on Automatic zones **Fixed:** If an AI teleported it will not calculate correctly the Path on the Nav mesh **Fixed**: WeaponManager was not storing correctly the Default Strafe value **Fixed**: Weapon Task -> This AI Task was missing Stop Attack. **Fixed**: Reactions Delay were not finding a Mono to delay the coroutine **Fixed**: Aligner was not working properly when it was in a platform **Fixed:** Zones put together where fighting over the character, now it works now as expected [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.4.6-ac-4.4.6-hap-oct-17th-2024) 1.4.6(AC) - 4.4.6(HAP) Oct 17th 2024 -------------------------------------------------------------------------------------------------------------------------------------------------- ⭐⭐**AC and HAP are Unity 6 Ready!** ⭐⭐ **Added**: Reload Mobile Button on Mobile sample. **Changed**: The \[New Input System \] is now the Official Input for AC and HAP **Changed:** All basic materials now use Malbers Simple Shader, which was created with Shader Editor. This allows to work on all Renderpipelines out of the box (URP, HDRP and Built-in) **Changed**: Importing AC or HAP in **Unity 6** will set the project to **URP** as default. **Changed**: Human Core Prefabs now will be using the New Input system out of the box **Improved**: ⭐⭐IDs no longer slow down the Editor window!! ⭐⭐ **Improved**: String Comparer Component. **Added**: Reload Mobile Button on Mobile sample. **Added:** New AI Demo scene. Flee Animals when the player is near **Added:** Human Yawn animation, new death animations. **Added:** Active Meshes On Mesh Change Event **Added**: Stance Main Capsule Preset change **Added:** Rider -> Dismount by Rider Input. **Added**: IK Processor -> Humanoid/Search for Tag (by @Lexus) **Added**: IK Processor -> Humanoid/IK Target Dir(by @Lexus) **Added**: IK Processor -> Humanoid/IK Goal Height Point (by @Lexus) **Added**: Jump Basic State -> Keep Up Inertia. **Added:** Look At Component -> Now can track Animator Parameters to influence the Weight. **Added**. Look At Component -> Min and Max Angle of LookAt weight **Added**: Help UI now can Track if the Device changes (Keyboard&Mouse OR GamePad) **Added**: Gizmo Visualizer -> Connect to and Rect type gizmo. **Added:** New Shader for Eye Lens. **Fixed**: Look At improved and now it works with fixed update issues (No more jittering). **Fixed:** Help Panel Margins **Fixed**: Pickable -> OnUnFocused event and reaction were not getting who was doing the unfocused **Fixed**: IK Manager -> On IKSet, the Disable event was not being called properly. **Fixed**: Pickable Weapons were not colliding with other objects. **Fixed**: Audio Runtime Collection was not showing in the inspector **Fixed**: Strafe Lerping was ignored. **Fixed:** Local Vars components -> The dictionary was not updated at runtime using the list value **Fixed:** AI Control.. Waiting on AI Target with multiple targeters were attacking without arriving at the destination **Fixed**: Rifle was not working when using it in the Left Hand **Fixed**: Unequiping a weapon with a stance while riding was not updating the stance after dismounting. **Fixed:** Malbers Shader's compatibility with Unity 6 (Shader Graph). **Fixed**: Assassin Creed Melee Attacks were not working properly while Riding. **Fixed:** A\* Pathfinding integration. **Fixed**: Weapons -> IK on the auxiliary hand was not working properly if the Weapon used a different hand **Fixed:** Stat Unit UI -> Sometimes the slots were not filled 100% **Fixed:** Slide State -> Activation on Terrain Slope was activated when the character was not facing the slope * * * [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.4.5a-ac-4.4.5a-hap-sept-02-2024) 1.4.5a(AC) - 4.4.5a(HAP) Sept 02 2024 ---------------------------------------------------------------------------------------------------------------------------------------------------- * **Added:** Pickable -> Added new option to destroy and restore the Rigbody during pickup * **Added:** GamePad UI sprites * **Added**: Tool -> Toggle GameObject Component (Quick component to hide 1 game object and hide all others from a list). * **Fixed**: Ability Input was ignored for charged-type abilities. * **Fixed**: Pickable -> Now setting its rigidbody to Kinematic is optional. * **Fixed**: Active Meshes-> Materials on instanced skinned meshes were not updated * **Fixed**: When Cameras were disabled it showed a null exception. * **Fixed**: Load Bone Scaler -> was missing some bones. * **Fixed**: Jump Basic -> Infinite forces did not make the state to exit * **Changed:** Pickable Align -> Now the Item gets aligned to the Picker * **Fixed**: External weapons were not unequipped after an attack. * **Fixed**: AI Control was calculating the path all the time (not only when needed). * **Fixed**: String Comparer Inspector Null Reference * **Fixed**: Ragdoll Death State -> Caused unity to crash when the animal fell and died * **Warnings when importing AC to Unity 6 were removed** [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.4.5-ac-4.4.5-hap-july-30th-2024) 1.4.5(AC) - 4.4.5(HAP) July 30th 2024 ---------------------------------------------------------------------------------------------------------------------------------------------------- * **Added: ⭐New State (Wall Run Vertical)** * **Added:** Animal Tracker Component (This component allows to listen to Modes, State, Stances, and changes on the Animal and Do Stuff with it) Useful for IK features * **Added:** IK Manager Component. All IK logic will be handled in this component. * Human IK Processors * Generic Processors * Unity Rig System Link * **Added**: Local Vars Component. -> Store accessible variables everywhere. * **Added**: In-Game Runtime Window * **Added**: Set Local Vars Reaction * **Added**: Brain -> Set Local Vars Task and Check Local Var Decision * Added: SpeedModifierVariable -> It allows to change values to a Speed Modifier. * **Added: Cloth Meshes for Steve (Shirt, Pants, Shorts, Shoes)** * **Added:** Pre-Teleport Event * **Added**: ModeAlign -> Ignore Close. Repositioning the Character if the distance is already close will be ignored. * **Added**: On Trigger Enter -> On Core Object Event. (This allow to invoke as a parameter the Core Object that has the collider) * **Added**: Patrol Task -> Local Runtime Set option * **Added:** Vector3 Menu Context -**\>** Reset to Zero, Reset to One * **Fixed:** Teleports a character invokes an event to teleport the camera too. * **Fixed:** Glide State -> Input was not reset on Failed properly. * **Fixed**: Reaction -> Delaying reactions were only applying the reaction to the first target. * **Fixed**: AI Control was using the default Stopping distance instead of the AI Target override * **Fixed**: Brain -> Set Target Task -> Runtime Set was setting the Move target to true automatically * **Fixed**: Camera Rotation Movement was faster in lower framerates. * **Fixed**: Aim Component -> When disabled the values were not disabled * **Fixed**: Fly State -> Landing pushed the character in the wrong position. * **Fixed**: Jump Basic State jumping from Land caused acceleration on the Character (Added Clamp Speed) * **Fixed**: Horse Animset Pro -> Wagon Demo scene * **Fixed**: Sometimes the Charged modes when released to fast were not cancelled * **Fixed**: When Disabling the animal, The last state will be the first state that will play * **Fixed**: Animal -> Offset and Rotator were not set on the Animal Layer. * **Fixed**: Aim Assist -> When an object was removed with Aim Assist it caused weird null errors. [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.4.4c-ac-4.4.4c-hap-may-29th-2024) 1.4.4c(AC) - 4.4.4c(HAP) May 29th 2024 ------------------------------------------------------------------------------------------------------------------------------------------------------ * **Added:** Pickable -> OnFocused, Dropped, Picked Reactions * **Added**: Sprite Comparer Component * **Added**: Pickable component -> Now it has multiple holders. * **Added:** AI Target -> Now it has a target distribution * **Added:** Attack Triggers -> Now it can be filtered by Malbers Tags. * **Added:** Mode Align -> Now it can be filtered by Malbers Tags. * **Fixed**: Climb Ledge -> Moving Platforms were not doing the alignment properly. * **Fixed**: UI Transform component -> now uses Fixed Update cycle too * **Fixed**: Stats -> Modifying the Max Stat did not update the Normalized stat value * **Fixed**: Weapon Manager -> Reload Interrupt was not working. * **Fixed**: IAI Control -> Bug on WaitToNextTarget Coroutine. * **Fixed**: The effect manager was not resetting the effect if there was no effect prefab. * **Fixed**: Slow Motion -> The Fixed Time was not restored to the default value. * **Fixed**: Gravity Extra Power was reset on Double Jump. * **Fixed**: Animal -> Calculate Height was not working. * **Fixed**: Material Changer had an Editor Error when creating for the first time * **Fixed**: Animal State -> _InCoreAnimation_ Value was not Updated after it was set to true * **Fixed:** Animal Controller -> Finally the Animal can use Camera Input and Gravity Changer at the same time. * **Improved**: Turn limit logic, now the animal won't run around a target when the turn limit is set properly * **Improved**: Third Person Follow Camera now Follows the Character Up Vector [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.4.4b-ac-4.4.4b-hap-hotfix-april-8th-2024) 1.4.4b(AC) - 4.4.4b(HAP) HotFix April 8th - 2024 ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ * **Added**: HDRP 16 Integration * **Added**: New Humans Animations (Power UP, Push, Pull) * **Added**: AI Control -> Additive Stopping distance. * **Added**: Mount Component -> New On Called Mount Event. * **Added:** Slide State can now exit to Fall if the Slope is too deep... * **Fixed**: Aiming and Triple Jump had a weird animation. * **Fixed:** Locomotion State was calculating AntiFall when UseCameraInput was false. * **Fixed**: Fall State -> Rays were resetting the RayList array in each update, creating garbage * **Fixed**: Mode -> OnStartMode Event was not properly sending the Ability * **Fixed:** Brain -> Weapon Task, Null reference was thrown sometimes when a weapon was suddenly unequipped. * **Fixed**: Climb State -> Not Climbable walls were not detected * **Fixed**: Sprint -> was not invoking Speed Events changes. * **Fixed**: Zones -> Mode Zone was interfering sometimes with the Combo Manager. * Minor Fixes everywhere :) [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.4.4a-ac-4.4.4a-hap-march-14-2024) 1.4.4a(AC) - 4.4.4a(HAP) March 14 - 2024 -------------------------------------------------------------------------------------------------------------------------------------------------------- * **Added**: Unity Spline Integration (Path Constraint) * **Added**: Grab Ledge -> Ledge Hit parameter, to detect Ledges to Climb using UI * **Added:** States -> Disable Modes List and No Modes Allowed parameters * **Added:** FloatLerp Component * **Added**: Stats -> Stats value now can be rounded. * **Added**: Reaction -> MDamageable Set profile. * **Added:** Brain Decision -> Chance Decision * **Added:** Brain Decision -> Check Malbers Tags * **Added:** Pull/Push Animations Human. * **Added**: Animal Controller -> Global RootMotion parameter. Disable completely the rootMotion. * **Added**: ModeAlign -> Exclude Abilities list parameter * **Improved**: Set Stance Task -> Now the Stance can be modified on Exit Task * **Fixed:** Animal Component -> Override Start State was throwing a null error. * **Fixed**: Conditions -> Calling Evaluate did not catch Components or GameObjects * **Fixed**: Animal Controller -> States -> Anim Tags were updated just once * **Fixed**: LookAt -> The component was not resetting properly. * **Fixed**: Climb State -> the UI was not removed when a climbing wall was not detected * **Fixed**: Ledge Grab when it was not Automatic was resetting the Intertia. * **Fixed**: AI Tasks -> Out of bound Array error when calling AI States from any Task * **Fixed**: MAnimal -> Calling Animal.ActivateZone() was activating all animals in the zone. * **Fixed**: Stat Component -> Disable stats were able to change the Regen and Degen Values * **Fixed**: Respawner -> Dont Destroy On Load is now Optional (Multiplayer) * **Fixed:** Smooth Vertical was messing with Start Locomotion animations * **Fixed**: Animator Tools -> The Transitions Conditions interruption source was not set as Next State. * **Fixed**: Effect Manager -> Stop Effect was not working properly on Empty Effect Prefabs. * **Fixed**: Combo Manager -> It was throwing double buffering from time to time... causing playing double animations. * **Fixed**: Modes were interrupted when setting a new Destination. * **Fixed:** ComboManager -> AI using combos were restarting the combo and ignoring the cooldown * **Fixed**: On Mode Start event was not invoking the Ability index correctly * **Fixed:** Climb State -> Automatic climbing was not finding a wall after climbing off. * **Fixed:** Attack Trigger -> Direction Damage * **Fixed**: Arrow and Bullets prefabs had wrong radius values for calculating the trajectory; * **Removed:** Animal Controller -> States. Pending Exit is no longer used. * **Removed**: Collapsable Unity Events (It had errors in newer versions of Unity) [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.4.4-ac-4.4.4-hap-feb-14th-2024) 1.4.4(AC) - 4.4.4(HAP) Feb 14th 2024 -------------------------------------------------------------------------------------------------------------------------------------------------- * **Added**: Cinemachine 3 Integration. * **Added:** Align Look At Reaction * **Added:** Combo Manager -> Now it buffers the Input and waits for the correct time to play the next sequence. * **Added**: Projectiles -> Gravity Distance. After a given Distance, the projectile will fall. * **Added:** Projectile Thrower Reaction * **Added:** Animal Controller -> Mode List now can be Hidden * **Added**: Turn In place by Camera Component. Allows Steve to turn around using a camera angle. * **Added**: Animal -> On FreeMovement Event. * **Added**: Brain -> Mode Task -> Mode can be stopped on Exit Task. * **Added**: Aim Reaction * **Added**: OnGround Changer -> Added OnEnter On Exit Reaction and Activation Angle * **Added**: Weapon Manager -> Override Weapon Layer Mask. * **Fixed**: Keep Distance Task -> the AI Character was only stopping if the Target was moving. * **Fixed**: Path Constraint -> When Lock Rotation was true and Ingore Vertical, the path was not working properly * **Fixed:** Trigger Proxy -> did not remove tagged objects from the collider list. * **Fixed:** Weapons -> Storing the weapon while aiming and reloading were causing bugs. * **Fixed**: Look At behavior -> it was disabled on awake until a Layer 1 animation activated it. * **Fixed:** Animal Inspector -> Mode events on the Event Tab were not expanding. * **Fixed**: Scriptable Lerp Material -> The material properties were not reverting after lerping. * **Fixed**: When Orient to Ground was disabled with a scaled character the Align to ground was not working * **Fixed**: LookAt Component -> Look At was ignored while Time.scale ==0; * **Fixed**: LookAt Component -> External bones were not smoothly set to default. * **Fixed:** Effect Manager -> Calling Play on an effect that was already playing caused particles to reset. * **Fixed**: MEvents -> Invoke As GameObject was throwing a null ref. * **Fixed**: Weapons -> OnUnequip Event was not sending the Owner as a parameter. * **Fixed**: Animal Controller -> Sleep was not updating the stance properties * **Fixed:** Slide State -> When entering from falling the character was teleported to the ground * **Fixed**: GameObject list scriptable object was returning null * **Improved:** Camera scripts for cinemachine. [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.4.3a-ac-4.4.3a-hap-hotfix-jan-25-2024) 1.4.3a(AC) - 4.4.3a(HAP) Hotfix Jan 25 2024 ---------------------------------------------------------------------------------------------------------------------------------------------------------------- * **Added**: Combo Manager -> Final Sequence can be interrupted to play again a new combo. * **Added**: Locomotion State -> When movement is released the StateExitValue sends the last Speed. * **Added**: Wait Task -> Go to next AI State option. * **Added**: Condition -> Animator Parameter. * **Added**: Get Animator Parameter Component. Returns the value of an Animator Parameter. * **Added:** New Menu Option to Disable all Gizmos all at once to Improve performance on the Editor * **Fixed**: Double Jump was not working properly. * **Fixed**: Climb was not working properly on moving objects * **Fixed:** Stance Reactions were not setting persistent on queue stances. * **Fixed**: Animal Controller -> Order of the OnEnter On Exit Events were wrong * **Fixed:** Fly Landing was going through the ground. * **Fixed**: Aim Component -> Last Aim Target was not reset on disable. * **Fixed**: Rider Component -> Null Ref missing when internal Colliders were missing * **Fixed**: AI States -> 2022.3 LTS Editor bugs. * **Fixed**: Weapon Task -> Attack was not released on Task Exit [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.4.3-ac-4.4.3-hap-jan-5th-2024-in-review) 1.4.3(AC) 4.4.3(HAP) Jan 5th - 2024 (In Review) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- * **⭐NEW:** Ragdoll Death State. **Now the Animal can die using Ragdoll (No Recover).** * **Added**: Ragdoll Death State can interact with the respawner. * **Added:** Reactions Component -> Now they can react on enable and on disable * **Added**: Now Shooteable weapons can shoot projectiles without aiming. * **Added**: Mode Sequence Component (It allows to Play Modes in a Sequence ) * **Added**: Animator Reaction. * Added: New GameObject Var List * **Added**: New Gradient4 Malbers Shader (Amplify Editor) * **Added**: Rigid Body Force Reaction. * **Added**: Ledge Grab State -> now checks for Upward obstacles. (new Human Anim) * **Added**: Fall State -> now checks for Front Obstacles * **Added**: Reactions -> It can use a Local Target and a Dynamic Target * **Added**: Combo Manager -> Different combos can be played on different States. E.g. The Sword can play a combo on the ground and a different combo while it's in the air 💢 * **Added:** Multiple time checker component. * **Added**: Float Int Comparers -> DisableOnlyIndex and Enable OnlyIndex methods. * **Added**: IAIControl interface -> added IsMoving Bool Property. * **Added**: HAP -> Horse now has 2 hair styles * **Changed**: Animal Component GroundLayer is now Public. * **Changed**: Jump State -> Jump Pressed now has been moved to the Jump Profiles * **Updated:** HDRP and URP shaders to the latest versions * **Fixed**: Jump State -> Multiple jumps now require the Input to be released to activate the next Jump * **Fixed**: Combo Manager + Weapon Manager -> Branch changes Failed and interrupt modes * **Fixed**: Path Constraint -> Up Down movement was not registered * **Fixed**: Brain -> Look Decision was not checking for the Animal Scale Factor. * **Fixed**: Swim -> The state had Scaled valued issues. * **Fixed**: Patrol Task. Using Runtime Sets was not patrolling if the WayPoint had no Next Target. * **Fixed**: Calling 2 States in the same frame ignored the last state called. * **Fixed:** Lock Horizontal, Vertical only worked when Use Camera Input was disabled. * **Fixed**: Mode\_ForceActivate() was not calculating the Mode Formula. * **Fixed**: Set Target Task -> Move to Target was not working if the Ai had a previous target. * **Fixed**: Climb State -> InnerWall was not working properly. * **Fixed**: Projectile attached to the correct nearest bone. * **Fixed**: Jump State -> was ignoring Lock Input * **Improved:** State Debugging now shows why states failed to activate. * **Improved**: Fall State Ground Touch alignment from great heights. * **Improved:** Reworked completely the Shoteable weapon system [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.4.2d-ac-4.4.2d-hap-16-oct-2023) 1.4.2d(AC) - 4.4.2d(HAP) 16 Oct 2023 -------------------------------------------------------------------------------------------------------------------------------------------------- * **Added:** Integration for Malbers Inventory. * **Updated**: Poly Art Animals now can use the 4x4 Color Chart Shader. * **Fixed:** Animator Fix for the transition from Strafe to Fly. * **Fixed:** Slope logic was ignored on high-slope terrains. * **Fixed**: Reactions -> Reaction List was not checking all the items on the list. * **Fixed**: Input System Integration -> Movement was not reset when the component was disabled * **Fixed**: Mobile Input was sending Vector3 Zero constantly when the Drag Camera was not used * **Fixed**: Minor bug fixes (Null reference exceptions) * **Added**: Float Var Formula. (Adding extra calculations to a Float Variable) * **Added**: Brain Decision -> Target Is Too High * **Added**: Tag Comparer. Use it to check if a gameobject has Malbers Tag on it. * **Added:** ILock Controller Interface. * **Added:** Tools -> Animator Slider. It will show the animation * **Added**: Animal Controller -> Public Variable for the Main Animal Controller Collider. * **Added**: Animal Controller -> Exposed Internal Colliders parameters. * **Added: Jump States -> Now you can activate any Jump Profiles** using Messages * **Added**: Events -> Debug Option \[Find Invokers\]. * **Added**: Reaction -> Messages * **Added**: Zones -> Reactions * **Added:** Zones -> Conditions * **Improved**: MDamagealbe Align Logic. * **Improved**: Now the Aim Component calculates the center using the Camera Rect Values (Split Screen) [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.4.2c-ac-4.4.2c-hap-10-sept-2023) 1.4.2c(AC) - 4.4.2c(HAP) 10 Sept 2023 ---------------------------------------------------------------------------------------------------------------------------------------------------- * **Added:** BlendShapes -> Now the Values have a Min and a Max Value from -100 to +100 * **Added:** Surface ID. This allows to apply different effects and sounds when weapons hit objects. * **Added:** Reactions -> Weapon Manager. * **Added**: Brain -> Strafe Task. Now the task can add also the Strafe Target. * **Added:** 3rdPerson Follow Zoom Camera. * **Added**: Brain AI Task Flee -> Flee Forever Parameter. * **Added**: Brain New AI Task Select Random AI States. * **Added**: Brain -> Check Target Decision -> IsActiveInHierarchy * **Added**: Climb State -> Added No Horizontal Parameter so Climb only works up and Down * **Added:** Weapons -> New option to Strafe while the weapon is equipped. * **Added**: GetRuntimeSet -> Added 2 new Events * **Added:** Input -> Each Input now has an Ingore On Pause parameter. * **Added:** Mode-> Ability -> No Y Movement Parameter (Removes Y Movement while playing an ability * **Changed:** HAP -> Rider Component. _Internal Colliders_ Parameter is now exposed. * **Fixed**: Path Constraint was not working on Build. * **Fixed**: Small jitter happening in the camera when moving really fast on strafe. * **Fixed**: The transition from Swim to Climb was missing an animation. * **Fixed**: Climb State -> Automatic Climb was entering climb too fast if the character was standing still. (Now the character needs to be far away to restart the climb Ray) * **Fixed**: Combo Manager -> Two buttons played at the same time were disabling the Modes in the Animal * **Fixed**: Combo Manager -> "Weird bug" was caused by out-of-range ActiveSequenceIndex. * **Fixed**: Stats -> Degenerate was disabled on start. * **Fixed**: Stats -> Multiplier Parameter was not used in the correct method. * **Fixed**: Rider Component -> The Animator Triggers were not disabled on dismounting * **Fixed**: Effect Manager-> Playing the same effect 2 times in a row was not removing one of the instances. * **Fixed**: HAP -> After dismounting, RigidBody.Gravity was enabled causing a weird slide-down issue on the rider * **Fixed**: MBrain -> Auto Next Target was disabled if the Brain had no AI State. * **Fixed**: MBrain -> The Target was not updating on Enable. * **Fixed**: Align Logic was wrong when the characters had different scales from 1,1,1 * **Modified**: Now States **Active** and **Priority** Values are set Local in the animal instead of being saved in the Scriptable Asset. * **Improved**: Swim State Logic. Now it can use Mesh Colliders as water like RAM River. * **Improved**: Transition from Underwater to swimming improved! * **Improved**: Transition from Climbing to Swimming and back again Improved. (added new anim) * **Improved:** Mode Align can check the closest AI Target to have a better alignment. * **Improved**: Mode Align Now uses the position of the aligner * **Improved**: Third Person Follow Camera now updates only the Active Camera. * **Improved**: MDamageable -> Now can rotate around a new point when align to damage is true. [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.4.2b-ac-4.4.2b-hap-july-4th-2023) 1.4.2b(AC) - 4.4.2b(HAP) July 4th 2023 ------------------------------------------------------------------------------------------------------------------------------------------------------ * **Added:** Compatability with URP 14 Unity 2023 LTS. * **Added:** Zones -> The Zones have now an animal limit. This means if an animal is already using a zone. the zone will be disabled for all the other animals. * **Added: Brain Zone Task.** Activate Zone in an animal, if the animal is in a zone. * **Added**: Weapon Manager, Holsters now have an auto-equip option. * **Added:** Reactions to Interactor component. * **Added**: Reactions to the Modes (Enter/Exit Reactions) * **Added:** Critical Reaction to the Damage Mode. * **Added**: MAnimal -> Zone\_Activate() Method. * **Removed**: Lerp Rotation from the Speed Modifiers, it was not used. * **Fixed**: Weapon Manager -> When using External the weapons were destroyed when using a Disable weapon mode. * **Fixed**: New Camera System was not inheriting the camera movement from other Free Looks. * **Fixed:** Stances -> Releasing 'Active Only' Stances was not working properly. * **Fixed:** On Mode Exit Invoke was not at the end of the mode logic. * **Fixed:** On Mouse World was changing the position of an Aim Target. * **Fixed**: Brain -> Look Decision was calculating the Range by 2 instead of half. * **Fixed**: Stats -> Regenerate and Degenerate Events were not called correctly. * **Fixed**: Audio Behaviour sometimes was not playing the sound correctly. * **Fixed**: Path Constraint was not positioned and oriented correctly the first time been on a new path * **Fixed**: Zones -> the automatic activation was not set properly when the animal was kinematic * **Fixed**: Combo Manager was not affected by Animal.LockInput (Thanks Cruxis!) * **Fixed**: Bow was not updating its last arrow ammo reduction. * **Fixed**: Bullet prefab had a wrong orientation. * **Fixed**: Attack Trigger Profiles were not showing Critical Damage on the profiles * **Updated**: Demo scenes. [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.4.2a-ac-4.4.2a-hap-may-16-2023) 1.4.2a(AC) - 4.4.2a(HAP) May 16 2023 -------------------------------------------------------------------------------------------------------------------------------------------------- * **Added:** Delay to the new Reactions * **Added**: MEvents now can check where the listeners are. Thanks, @Avenger * **Added:** Malbes Input -> Reset All Inputs on Disable * **Fixed**: Set Destination Task was not fired when the Task was using a Vector3 Reference * **Fixed**: Jump OffMesh link Alignment * **Fixed**: Reaction State Activate Option. (It was using _Try Activate_ instead of _Activate_) * **Fixed**: Modes were stuck in Preparing mode from time to time (very rare bug) * **Fixed**: BlendShapes were not Lerping the LOD Meshes * **Fixed**: AI Agent was enabled while in Free Movement (Fly) * **Fixed**: Null Reference Error was thrown on the Effect manager if no effect was added. * **Fixed**: the Strafe values were sometimes activating animations twice on the Animator * **Updated**: Demo scenes. * Minor bug fixes. (Editor and Runtime) [](https://malbersanimations.gitbook.io/animal-controller/changelog#undefined) ---------------------------------------------------------------------------------- [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.4.2-ac-4.4.2-hap-may-7-2023) 1.4.2(AC) - 4.4.2(HAP) MAY 7 2023 -------------------------------------------------------------------------------------------------------------------------------------------- * **Added: ⭐** NEW Path Constraint. Included Demo Scene, new Path Links Components to use Different Spline Solutions from unity and 3rd party Assets * **Added:** Ground Speed Change Component (Better Ice Movement) Better slope logic. * **Added: ⭐** New Slide State * **Added:** State component -> Reset Last State option. Use this to clean on the Animator the Last State Parameter. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252F8r71E89UwjUUj69Vlceu%252Fimage.png%3Falt%3Dmedia%26token%3D1358663e-3630-43c8-a223-a2dc15310c7b&width=768&dpr=4&quality=100&sign=a400c4d7&sv=2) * **Added**: Speed Multiplier Sets: Root Motion Multiplier for Position and Rotation. With this you can remove the RootMotion of the animations ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FCm1qTWP3Sv9jjpWOGKiO%252Fimage.png%3Falt%3Dmedia%26token%3D580f62a7-1ded-4949-b0fa-d3afbfa0fe56&width=768&dpr=4&quality=100&sign=4925e305&sv=2) * **Added**: Stat Units Component: Shows any Stat in Unit Format (E.g. Zelda Heart) ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FP99kE2Pw9Jm8mGIpPSGI%252FUnity_sA67RiccTm.png%3Falt%3Dmedia%26token%3Dc2bcde5a-e7a0-421f-a884-f42480007909&width=768&dpr=4&quality=100&sign=5325b8c&sv=2) * **Added**: Stats -> On Max Value Change Event ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252F3yA2uSy8EDVqQO4baggf%252Fimage.png%3Falt%3Dmedia%26token%3D696ba29b-9569-4012-96f8-5fc4ed42cb82&width=768&dpr=4&quality=100&sign=e76b313b&sv=2) * **Added**: Simple Throw component uses IThrower Interface. * **Added**: Long Press Input Type have OnLongPressCompleted&Release Event. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FuSu2D3N3RG0b406zW7dr%252Fimage.png%3Falt%3Dmedia%26token%3Da5c27450-0e16-46e9-b487-b6861dbd1cbf&width=768&dpr=4&quality=100&sign=a729c609&sv=2) * **Added**: Debug option to track Stats changes. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252F4koF7VlNpqayPlJDnUe0%252Fimage.png%3Falt%3Dmedia%26token%3Da5281a81-93ef-4076-9a34-9448aba37aa8&width=768&dpr=4&quality=100&sign=8920b5b1&sv=2) * **Added:** Malbers Input, MInput Component -> Debug Option to track single Inputs. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FRoC0r2D24W0BZTgcLhjL%252Fimage.png%3Falt%3Dmedia%26token%3Ddf06402e-d44a-4dfb-a719-dda0fa3076cf&width=768&dpr=4&quality=100&sign=259a6e98&sv=2) * **Added**: Weapons can now be used without having a Holster. They will be automatically equipped on the Hands * **Added**: Projectile-> FollowTrajectory. Now has Rotation around the Trajectory * **Added**: Locomotion State -> Wall Stop Profiles. * **Added**: Shooteable Weapon can be projectiles too. E.g. You can pick a spear and throw it. * **Added**: Damageable Component -> Damager Reaction. Use this to apply parry animations or mishit animations when the character hit something wrong. * **Added**: State RootMotion Jump now has Multiple Jumps. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FAfJ99gzrtQiOIjgsTp5a%252Fimage.png%3Falt%3Dmedia%26token%3Dac3726e3-fae9-4042-853d-275105bf11f4&width=768&dpr=4&quality=100&sign=b33edbe1&sv=2) * **Added**: Strafe Crouch Animations. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252F9GWJUObvlks2dFwI5Z3a%252FUnity_Ni5yEJdz9V.gif%3Falt%3Dmedia%26token%3Dd258d821-1c36-42df-ad21-6e423f259779&width=768&dpr=4&quality=100&sign=3e5dfafd&sv=2) * **Added:** New Reaction AI Task. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FHfzBk2cyzHQLnjY3iwoc%252Fimage.png%3Falt%3Dmedia%26token%3Dfbb8fc34-9f98-4828-b451-d5d9c4ff9cb9&width=768&dpr=4&quality=100&sign=4349b76a&sv=2) * **Added**: Unity Event Animator Behavior. * **Added**: Reaction Animator Behaviour * **Added**: Now Stats can check the Below and Above values by Percent. * **Added:** States now have custom Speeds. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FwJKpFTf36xkYqhOmzc1f%252Fimage.png%3Falt%3Dmedia%26token%3Dfb77b466-ca26-4865-87c4-7a6c21de4ebd&width=768&dpr=4&quality=100&sign=712edc5f&sv=2) * **Added**: Mode Abilities now can Ignore Gravity and Grounded values. * **Added**: Gravity Velocity is Clamped now (20 is the Default) * **Added**: Modes and Abilities can Cache their Inputs * **Added**: New Swap Character Component. * **Added**: New Human Enemy Demo scene * **Added**: New Human Wolf Fetch Demo Scene (3rd person) * **Added:** Damageable can change the Reaction of the Damager. E.g. If the Enemy attacks while the player is blocked, the attack animation is interrupted by a Block Bounce Animation, _required for parry._ * **Added:** Mode Abilities now have **IgnoreGrounded,** **IgnoreGravity** and **Persistent**, Parameters. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FxXPtwZocEegD8mXZ9700%252Fimage.png%3Falt%3Dmedia%26token%3D4837310d-1406-4c97-bdc8-a598b182753a&width=768&dpr=4&quality=100&sign=967d5428&sv=2) * **Improved:** Projectile shooting behaviors. * **Improved**: Inertia and Slope Movement Alignment * **Improved:** Fall Detection and Fall State * **Improved**: Basic and RootMotion Jump logic. * **Improved**: Compact Component Selector: ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FQN2AixrJILM8WRVk1jrv%252Fimage.png%3Falt%3Dmedia%26token%3D42489da7-3478-48e8-b974-74a04e6a5c85&width=768&dpr=4&quality=100&sign=c0ff5229&sv=2) * **Fixed:** STRAFE was disabled automatically. * **Fixed:** Aiming Down with Strafe does not look good if the Aim Origin was on the Neck of the animal * **Fixed**: Rider Component. Calling ForceDismount when there's no Mount will throw an error. * **Fixed:** Ai Control Component. Falling from low steps will cause the animal to be forever in OffMesh Link * **Fixed:** Zone component Collider detection. * Fixed: Point Click now works with Parented Objects * **Fixed**: When the animal was on Timeline, the Inputs for Mode Stance and States were not reset * **Fixed:** Speeds were not keeping the Intertia from speed change. * **Fixed**: Mode Align Component -> It included Triggers. on the Alignment search. * **Fixed**: Activating states rarely caused Pending State. E.g. Jump and Fall and then Jump. * **Fixed**: Weapon Manager -> Using Holster\_SetWeapon() when the weapon does not have a Pickable Component was not removing the old weapon equipped on the holster. * **Fixed**: Finding Real Root Transforms on Trigger proxy and Attack triggers were not working properly. * **Fixed**: Use Camera Input was ignored if the Animal Reset the Input Component or if it used AI Movement. (Thanks! @rgresko). * **Fixed**: Condition GameObject was the Value parameter used wrong. * **Fixed**: Transform Condition was not getting the Target if it was not a Transform. * **Fixed:** HAP -> The Rider was stopping the Mount AI on Start. * **Fixed:** Animal Controller -> Override Start State was not working for all states. * **Fixed**: State->Sleep From State was checking the current state itself too, causing an error. * **Fixed:** Parenting the Character to any object no longer causes an issue. * **Fixed**: Disabling a State while being active, it did not exit the state. [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.4.1-ac-4.4.1-hap-feb-11-2023) 1.4.1(AC) - 4.4.1(HAP) Feb 11 2023 ---------------------------------------------------------------------------------------------------------------------------------------------- * **Fixed** **Editor**: Removing a Speed Set on the List will cause a null ref exception. * **Fixed Editor:** Pivots could not be modified unless a new pivot was added * **Fixed**: Ai Control was still flying when the animal arrived at a single destination * **Fixed**: Stats Component was initializing stats twice. * **Fixed**: MAnimal.State\_Allow\_Exit() wasn't working properly * **Fixed**: Debris logic was not working properly on Humans (1 Pivot Ground Alignment) * **Improved**: If a mode fails to play an animation, Preparing Mode stays true no other mode could activate. * **Added**: Float Math Component. * **Added**: Floating Number Component and MDamageable Runtime Set * **Added**: SimpleRespawner Component. * **Added**: Stat Element Multipliers. This allows having elemental damages (Fire, Water, Poison). * **Added**: State Profiles, You can fly as IronMan or with a broom. * **Added**: Fly Logic and Animations (Steve). * **Fixed**: FollowUITransform Component was not working unless SetTransfrom() method was called. * **Fixed:** Arrows now Stick to the closest transform on the character. * **Fixed**: Stances with Input set to Toggle, had the Input still true on Exit. * **Fixed**: Attack Triggers don't always were hitting a target * **Fixed:** Align Position Fast was not working properly * **Improved**: Ledge Grab State: when the animal was not aligned perpendicular to the Ledge the offsets were not working properly * **Added**: \[HAP\] if the Mount is too far to call, it will teleport it near you. [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.4.0b-ac-4.4.0b-hap-jan-20-2023) 1.4.0b(AC) - 4.4.0b(HAP) Jan 20 2023 -------------------------------------------------------------------------------------------------------------------------------------------------- * Added: Target in Runtime Set now checks if the target is the closest one. (Thanks @HeyBishop) * Added: Effect Behavior now checks for Dynamic Effect Manager (Useful when a weapon has been added and that weapon has another Effect Manager. * Fixed: Aim Target was not exiting when two Objects were near each other. * Fixed: Ledge Grab State: Orient parameter was ignored * Added: Locomotion State. will retain Vertical Speed when Exit Animations are used. (E.g Sprint End) * Fixed: \[HAP\] AI was always stopped if the Rider was Mounted. Ignoring the Stop AI parameter on mounted. * Fixed: Stats were invoking events when they were disabled. Thanks, @forwardblah * Fixed: Steve was not walking backward * Fixed: Zones were been activated by other Mode Inputs.. (thanks @Hemske) * Fixed: Zone ignored the Mode Activate by time Parameter. * Fixed: Storing a weapon and immediately Aim, caused a null reference error * Fixed: Mode Abilities with no Audio Clips were playing the last clip from another ability * Fixed: Grab Ledge State was being activated on weird Terrain Angles. * Fixed: Monitor UI Health was keep showing the Health bar after the animal was dead. [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.4.0a-ac-4.4.0a-hap-8-oct-2022) 1.4.0a(AC) - 4.4.0a(HAP) 8 Oct 2022 ------------------------------------------------------------------------------------------------------------------------------------------------ * **Fixed:** Projectiles checked for colliders and rigidbody in Start, instead of Awake. * **Fixed:** Look At AI Profile was not checked if the Offset IK list was empty. * **Fixed**: Weapon Manager: Weapon\_Equip() Method was unequipping a weapon. * **Fixed**: GetRuntimeObjects was not sending the values on Start. * **Fixed**: Check if Grounded Method on the Animal Controller * **Fixed:** Disabling the Weapon Manager while equipping a weapon was causing unwanted behaviors. * **Fixed**: Pick-Drop Component. the Drop method was invoking OnPicked Event. * **Fixed**: Jump Basic State had wrong math with the Scaled Factor of a Character. * **Fixed**: Grab Ledge State had wrong math with the Scaled Factor of a Character. * **Fixed:** Mode Modifier (Damage Side) was not showing the 6 side values. * **Added:** Effect Behaviour -> Execute OnExit. This will avoid playing an Effect if the animation is interrupted. * **Added**: Look At Behaviour-> On-Time Parameter. [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.4.0-ac-4.4.0-hap-25-sept-2022) 1.4.0(AC) - 4.4.0(HAP) 25 Sept 2022 ------------------------------------------------------------------------------------------------------------------------------------------------ * **Added:** **Weapon Manager v2 Animal Controller can use weapons now. (99%)** * **Added**: Modes charge Abilities now can be charged and released automatically. (No Input needed) * **Added**: Modes now store the Current Charge Value of the Charge Abilities. * **Added:** Wall Run State+Animations. (Test Final) * **Added**: 2 Handed Axe weapon and animations. * **Added:** Stances Properties can change core animal controller features. * **Added**: Attack Trigger Behaviour. Multiplier Value for Animations Finishers. * **Added**: Human Roll Back, Left and Right Animations for strafing * **Added**: Action Maps to the Malbers Input Component. * **Added:** Animal Animator tools. Helps create Transitions for the Animal Controller Faster. * **Added**: MInput. Long Press now has a Smooth Decrease Option. * **Added**: Trail Laser Component and Laser Prefab. * **Added**: Aim Component: OnHit Event. * **Added**: New Curve Animator Behavior. Useful to read curve values during an animation. * **Added:** Lock-On Target Component -> Added Auto Parameter. * **Added**: Conditions Component: `SetTarget` and `PinCondition` methods * **Added**: MDamageable -> AlignToDirection Feature. * **Added**: MDamageable -> OnDamager (GameObject) Event. * **Added**: Losing Focus on the game will reset the Inputs sources. * **Added**: Weapon Manager Component: It can start with a weapon equipped. Check * **Added**: States: **AllowExitTime** parameter. This will exit the state automatically after x seconds. * **Added**: States: Reset From List: If the State exit, it cannot be used again until one of these states on this list gets activated E.g. You can disable fly and not use it again until the animal uses Idle or Locomotion. * **Added**: Show All IDs Menu. * **Added**: Aim Component. _OnSetTarget_ and _OnClearTarget_ Events * **Added**: Rider Animation: Fly Lean Forward * **Added**: Rider Component: New Start\_Mounted(GameObject Mount) method. * **Added**: Glide State: Height Start Parameter. * **Added**: Creating States for the First time, adds automatically the Speed Modifier. * **Improved**: Combo Manager component now cache the Animal Modes it can do. * **Removed**: Animal AI Control, does not need Turn Angle Limit. * **Fixed**: Alignment Logic was not working properly on uneven ground. * **Fixed**: Pick Up Component was not working properly when it was focusing more than one item. * **Fixed**: Tag, Component: Remove Tag method was not working. * **Fixed:** Lock-On Target Component was not resetting the Lock on if the Target was null. * **Fixed**: Mode Reaction was not changing the **Timer** on Play by Time Ability. * **Fixed**: MInput Component: _ResetOnDisable_ was active on Disabled Inputs. * **Fixed**: Combo Manager (Starter Combos Cannot Be Finishers). * **Fixed**: Combo Manager. Finisher Sequences were interrupted by the next combo option. * **Fixed**: Respawned Death AI Animal could not move. * **Fixed**: Platform Movement was in the wrong code order, causing weird behaviours in movement platforms. * **Fixed**: Message Component: Time messages were not being sent if the animation was interrupted * **Fixed**: Aim Component now will ignore Behind Character Objects. * **Fixed**: Enabling Strafe on a State with strafe, but no strafing animation will make to reenter the state twice. * **Fixed:** Fly State: Pitch Direction calculation was not working with negative values. * **Fixed**: Calling a Mode on an animal OnEnable() breaks all the modes. * **Fixed**: Hit effects on projectiles using collider were instantiated in the wrong position * **Fixed**: OnEnter On Exit states events were not invoked if the animal was disabled. * **Fixed**: Scaled animals and Rotator bone were calculating the Height wrong. * **Editor Fixed:** Gizmo visualizer was moving away for no reason. * **Editor Fixed**: EventListener Component: Description was not saving the changes. **HAP** * Updated Prefabs. * Added: New version of the Horse and Rider Animator... Cleaner new way! * Fixed: BOW IK was not working on Unity 2021+ * Added: All Mount Components are now stored in a Static List. * Updated: Rider Mount Layer and Horse Animator Updated to the latest AC version1.3.3a(AC) - 4.3.3a(HAP) May 2 - 2022 * **Added:** Animal -> New _MaxSlopeReached_ UnityEvent * **Added:** Fly State -> Max Height Limit Fly. * **Added**: Conditions -> Show/Hide Internal Conditions (Menu Option) * **Added**: LookDecision. LookRay Multiplier. * **Improved**: LookDecision (Find Center) instead of the Pivot. * **Improved**: RootMotion Jumps no longer need to be persistent states. * **Improved**: Ledge Grab State Alignment logic. * **Fixed:** Fly State + Strafe was pushing down with Down Acceleration. * **Fixed**: Glide State was not interacting with the Force Zones. **HAP** * Same as AC [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.3.3-ac-4.3.3-hap-23-apr-2022) 1.3.3(AC) - 4.3.3(HAP) 23 Apr 2022 ---------------------------------------------------------------------------------------------------------------------------------------------- * **Adding:** Forward Multiplier for Grab Ledge State * **Added:** Malbers Input Component. Enable Disable Axis. * **Added**: Projectile Thrower Component. SetProjectile() Method. * **Added**: Projectile Thrower Component. CalculateTrajectory() Method. * **Added**: CircleAround Task Gizmos. * **Added**: Attack Triggers, Weapons and Projectiles now can modify more than one Stat. * **Added:** Slide Action to Human. * **Added**: Zone component, Disable after Use Option * **Added**: MouseToWorldPosition script. * **Added**: ForwardFromPoint script. * **Added**: NonReordable Exception for Unity versions lower than 2020.3 * **Modified**: MPickable Script. Rb and currentPickTime vars have Public Properties. * **Removed**: Animal Test Scene. * **Removed**: Scale for the Root of the Characters will not be affected on Awake * **Fixed**: Persistent States were using TryExitState. * **Fixed**: Inertia was double on Fall and Jump Basic states. * **Fixed:** AIAnimalControl (A\*PathFinding) was throwing a Null Reference Error checking for the Agent. * **Fixed**: If a mode was Disabled during Activation it was active forever. * **Fixed**: Zones that use Kinematic rigidbody were playing the Mode Twice on Automatic. * **Fixed**: Animal Controller was throwing an error if there was no Main Camera on the scene. * **Fixed**: Strafe was not working well with RootMotion Anims. (Changed to InPlace) * **Fixed**: Extension GetUnityAction was not finding the type (Editor Internal Only). * **Fixed**: Attack Trigger was sending an Inverted Direction of the Attack. * **Fixed**: Fall State was not able to exit if it has long entering transitions. * **Fixed**: Jump State sometimes landed on the air when the slope of the ground is small. * **Improved**: Variable Reference Code. * **Fixed**: Look Decision (Animal Brain) Scale Factor. * **Fixed**: UpDown Axis was changed to the default values. * **Fixed**: Locomotion State + WallStop + CameraInput= false was not allowing the Animal to move **HAP** * **Updated Prefabs** [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.3.2a-ac-4.3.2a-hap) 1.3.2a(AC) - 4.3.2a(HAP) -------------------------------------------------------------------------------------------------------------------------- * **Added:** Mode Modifier: InputAxisAbility * **Added:** Projectile Use Aim Direction Value. * **Added**: ForceModifier. State Filter Multiplier. * **Added**: Lock Speed Value to the Speed Modifiers. * **Added**: New Human Jog Animation. * **Added**: LookAt behavior has OnEnter - OnExit Options * **Added**: Lock Axis Component, Lock Offset Value * **Fixed**: Speed Modifier Lerp Strafe Speed Speed Value was not being used. * **Fixed**: Pitch, Bank and Roll were not reset when the AC was set to sleep. * **Fixed**: Movement Task for the brain was not taking into consideration the animal scale * **Fixed**: Fly was not checking the Last Vertical Speed from the Last State on Take-Off * **Fixed**: Disabling RootMotion was doing a hard position change. I've smoothed it down. * **Fixed**: The Effect Manager component was modifying the Prefab Active value instead of the instance. * **Changed**: Tags Component Start method is called now on Awake * **Editor Fix:** Animal Showing the States Inspector has some weird problem with Lists. Setting all lists to NonReordable fixes the problem (Unity bug) **HAP** * **Added**: Weapon Hand Scale Offset. * **Fixed**: Gliding towards the Mount keeps showing the Gilder. [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.3.2-ac-4.3.2-hap-march-23th-2022) 1.3.2(AC) - 4.3.2(HAP) March 23th 2022 ------------------------------------------------------------------------------------------------------------------------------------------------------ * **Added:** LookAt LimitAngleEvent. * **Added:** Wolf lite Dash Mode * **Added**: Now the \[UpDown\] Input does not need to be added Manually. * **Added:** Input Axis Press (Thanks @King Ceryn) * **Added**: Select Position Prefab. * **Added**: Transform Comparer. * **Added**: Active parameter to Tasks and decisions. * **Added**: New Command AI Sample Scene * **Added:** New Brain Task. Set Destination position. * **Added:** Set Destination Task for the Brain. * **Added:** Vector3 Scriptable var can get the value from a Component, Transform or GameObject. * **Added**: Color Start Multiplier to the Material Property Lerper. * **Fixed**: Fireballs projectiles now look better. * **Fixed**: Mode Abilities were not saving their own Custom Input Values. * **Fixed**: Stats were Initialized in OnEnable instead of Awake. * **Fixed**: Aiming was not calling their events on Enable. * **Fixed**: Transform Condition was not sending if the Transform was null * **Fixed**: MInput OnToggle On OnToggle Off Events were using the wrong Input Value. * **Fixed**: Modes with Fail Activations were blocking other modes. * **Fixed**: Brain **And** Or **Decision** were not sharing their Component Local array. * **Changed:** Float, Int and Bool Scriptable vars now check if the new value is the same as it has before. * **Editor Fix:** Removing Tasks on the Brain was throwing an editor error console. * **Editor Fix:** Animal Removing State was causing an Inspector error * **Editor Fix:** Conditions Had an Inspector error for the Then Event. * **Editor Fix**: Aimer was not showing the Aim Smooth Value on the inspector. * **Editor Fix:** Extracting/Removing Tasks or Decisions on AI States were causing sometimes inspector errors [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.3.1a-ac-4.3.1a-hap-march-15th-2022-hotfix) 1.3.1a(AC) - 4.3.1a(HAP) March 15th 2022 Hotfix ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ * **Fixed:** Last State was interfering when a new Stance is called. * **Fixed:** Queue States were not Activated after exiting the Queue in some cases * **Fixed**: Stats Set Value was causing a Stack Overflow. * **Fixed:** Destroyed Objects on a Trigger Proxy were ignored. (Unity weird bug) * **Fixed**: On Empty On Full Stat were not called on Start. * Fixed: Stat Monitor UI was not updating the health on the first entry. * **Editor Fix:** Newly created Animal could not use the State Panel. **HAP** * Updated Prefabs. * **Fixed**: Reload Event on Shooteable events was not working [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.3.1-ac-4.3.1-hap-9th-march-2022) 1.3.1(AC) - 4.3.1 (HAP) 9th March 2022 ----------------------------------------------------------------------------------------------------------------------------------------------------- * **Assets Upgraded to Unity 2020.3 LTS** * **Added:** ScriptableVar to PlayerPref Component(Thanks **#HeyBishop !)** * **Added**: Ledge Grab State!!!⭐ * **Added**: Glide State!!!⭐ * **Added: Global Conditions** * **Added**: Optional Sprint Parameter to the Animator * **Added**: Null Parent Option to the Animal Controller. * **Added**: Respawner for NPCs * **Added:** Scriptable String Arrays * **Added**: Lock-On Target. * **Added**: Mouse Scroll Input Component. * **Added**: Waypoints Have a LookAt bool parameter. * **Added:** SmoothDamp value for the Turn InPlace method * **Added**: Optional Parameters StateOn and StanceOn Triggers to the Animator. * **Added**: Toggle Input has now Toggle On Toggle OFF Events * **Added**: **MEvents** has Invoke Converters (Transform to GameObject and Viceversa) * **Added**: StopJoystick on Mobile Movement component. * **Added**: All Listener has a new Invoke on Enable Parameter * **Added**: Align Component has an Offset for the Position. When is set to Double Side * **Added**: All Scriptable variables can be modified on the Inspector. * **Added**: New Brain Decision - CheckTarget * **Added**: New Brain Decision - Compare Stats. * **Added**: New Brain Decision - CheckTransform Var * **Added**: Jump Basic: New Profiles for Multiple Jumps. * **Added:** Gizmo Visualization for the Fall State * **Added**: Global Ground Orientation (Usefull to switch between Quadruped and Humanoid Ground Alignment). * Added: Mode Abilities has an Audio Stop parameter. * **Added**: Speed Events. * **Modified**: Respawner Component uses a GameObjectEvent instead of an UnityEvent * **Fixed**: SpeedModifiers Current Index was reset to 1 on Jump State * **Fixed**: Queue States Logic. Death can be queued from Fly and Fall at the same time * **Fixed**: Zone Angle Limit was ignored. (Cleaner Code) * **Fixed:** Platform Movement had a delay on the Y-axis. Now works perfectly * **Fixed**: Climb State when going down was using the wrong Down Axis to check for ground. * **Fixed**: Wander Areas waypoints were being ignored on Uneven terrain. * **Fixed**: Scaled Characters with a Rotator Transform, had a wrong scale. * **Fixed**: Mode Behaviour was failing if the Ability was set to Toggle and it was interrupted by any other source. * **Fixed**: \[Chance Task\] was finished to on Start Task. It was not waiting for the internal task. * **Fixed**: If an animal was disabled during a Mode, when he was enabled back it will throw an exception. * **Fixed:** Brain Task Keep Distance was not working. * **Fixed**: Material Property Lerp was not sending the final lerp Value. * **Fixed**: Null Reference exception when the brain tried to start a new state and it was disabled. * **Editor Fix**: Speeds on Editor Light skin, were not showing the expand icon. * **Editor Fix**: Debug State Gizmos will show only the Selected Animal State * **Editor Fix**: Scriptable Messages Inspector was throwing a null exception. * **Editor Fix:** Unity 2020+ throws an Editor Error when creating scriptable vars from the inspector. * **Editor Fix:** Speed Modifiers were not aligned. * **Multiple Fixes and Improvements everywhere.** ### [](https://malbersanimations.gitbook.io/animal-controller/changelog#hap) HAP * **Fixed**: Wings were flipping on the pegasus when entering the water. * **Fixed**: Aiming and Dismounting the Horse at the same time was not resetting the Aim Logic. * **Fixed**: Fly Strafe animation transitions were not set in the correct order. * **Fixed**: if the Mount does not have the AI Active the Rider won't call it. * **Added**: Weapon Offset can be copied during runtime. * **Added**: Resync Threshold time. [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.3c-ac-4.3c-hap-31-dec-2021) 1.3c(AC) - 4.3c(HAP) 31 Dec 2021 ------------------------------------------------------------------------------------------------------------------------------------------ * **Fixed**: Speed Modifiers were not being scaled too on Scaled Animal Controllers. * **Fixed**: Look Decision with no Obstacle Layer was always returning true * **Fixed**: Wander Area was not giving multiple destinations to multiple AI Agents. * **Fixed**: Human Jump State had the Transition Interruption source changed * **Fixed**: Jump Basic State was ignoring the Scale Factor on the Characters * **Fixed**: Fall State was ignoring the Scale Factor on the Characters * **Fixed**: Disable Waypoints are not selected for the AI Animals. * **Fixed**: Animator Sounds were not parented to the Animal. * **Fixed**: Animal AI Control error when the animal did not stop soon on the Waypoint. Added LookAt Offset Parameter to the component. * **Fixed**: Chance Task was not working with Wait for previous task option. * **Fixed**: PlayModeTask was using DecisionVars instead of TaskVars. Also Cooldown 0 was ignoring \[Wait for previous\] task. * **Fixed**: Turning on Stat Degenerate through on health below event in Stat manager caused a stack overflow * **Fixed:** Follow UI Transform was not being enabled when it was offscreen and * **Added**: Simpler Receive methods to the MDamageable via script. * **Added**: UnderWater State to Human. * **Added**: Sprint Swim Animations * **Added**: Lock Speed Animal Reaction. * **Editor Fixed:** Animal was removing 2 States from the list on Unity 2020+ * **Editor Fixed**: AND and OR Decision was not showing the Selected Decision. * **Editor Fixed:** Material Changer Component Master was using a Ranged Float * **Editor Fixed:** Creating an Empty Mode will create an error. * **Improved**: Rotator and RootBone are set/handled automatically (Fly, SwimUnder) * **Improved:** Jump Basic Higher ground detection. * **Improved**: Climb Ledge Detection. ### [](https://malbersanimations.gitbook.io/animal-controller/changelog#hap-1) HAP * **Fixed**: Dismount on Death was ignored. * **Added**: More Tight Locomotion Turn Animations (Walk, Trot, Canter 135 angle). [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.3b-ac-4.3b-hap-4-dec-2021-hotfix) 1.3b(AC) - 4.3b(HAP) 4 Dec 2021 HotFix ------------------------------------------------------------------------------------------------------------------------------------------------------ * **Fixed**: Inspector for **MModeAling** and **StringToValue** were not allowing the build. * **Fixed**: Attack Trigger component was throwing a null reference if the Animator was null. * **Fixed**: Attack Trigger Multiple hit was slowing the Animator * **Fixed**: Effects were being disabled on Deactivate. * **Fixed**: Respawner with Prefabs Animals were respawning twice. * **Fixed**: Queued States were ignored on Persistent Active States * **Fixed**: If the Brain was Disabled, the Current AI Task was not properly finished. * **Removed**: Cinemachine Impulse Context Menu on the Animal Controller. * **Added**: AutoConnections to Unity Events using C#sharp reflection everywhere. * **Updated:** Demo Scenes ### [](https://malbersanimations.gitbook.io/animal-controller/changelog#hap-2) HAP * **Fixed**: Melee Weapons had a null reference when the weapon had no Owner. * **Updated:** Demo Scenes [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.3-ac-4.3-hap-15-nov-2021-major-update) 1.3(AC) - 4.3(HAP) 15 Nov - 2021 MAJOR UPDATE ------------------------------------------------------------------------------------------------------------------------------------------------------------------ * ⭐ **Improved**: AI Control is hugely Improved to be ready for _**A\*Pathfinding**_ Integration. **A\*** Integration Ready. * **Added**: New AI Link component to manage better the **OffMesh** links for AI Animals * **Added:** Human Free Climb Animations and State * **Added**: Human Swim Animations and Swim State. * **Added: All weapons generate a Cinemachine Impulse** * **Added:** Wolf Lite can receive damage while moving (Moving Masked Mode) * **Added:** AIControl now has OnEnable, OnDisable Events. * **Added**: States have a new virtual Method to get notified when a Mode Starts or ends. * **Added**: Now when a character uses the Up Down Axis, a LogError is shown and the Malbers Input is Disabled. * **Added**: On GameObject Stay on the OnTriggerProxy Component; * **Added**: Utility Script. _Humanoid Parent_. Allows a gameObject to be parented to a Humanoid Bone. * **Added**: Tag Messages to the States to modify further the Animal properties when the Animal enters an Animation. * **Added**: Modes Abilities have unique Audio Source and Audio Clips * **Added**: New Audio Clip References to play random clips instead of one. * **Added**: Brain Component has now a Debug Section. * **Added**: Stop Animator Option, on the Attack Trigger component so it has a more appealing effect when attacking. * **Added**: Scriptable Vars comparer now has a Description field. * **Added**: If you disable the MDamageable Component or the Health Stat, the character will be immortal. * **Added**: States can block Stances now. (E.g. Characters won't try to crouch and climb at the same time) * **Added:** Simple Rotator (Based on Unity 3DKit) * **Added:** Simple Translator (Based on Unity 3DKit) * **Added:** Wolf lite got an Upgrade * **Added:** Sound Parameters to the Effect manager * **Added**: Hit Effect Parameter to all Damagers (Attack Trigger, Weapons, Projectiles) * **Added:** Sound Effects (Audio Clips). * **Added**: States can Sleep from stances (E.g. The Jump will be disabled if the char is sneaking) * **Added**: Added Stats Runtime Set. * **Added:** Keys Enums on the Malbers Input Component are now searchable Enums * **Added:** All IDs now show their value. * **Added:** Stat Monitor UI Component * **Added:** Teleport Reaction. * **Improved**: AI Animals will stop and turn around a target if they can't reach it * **Improved**: Interactors can Focus on more than one Interactable Now Interactables * **Improved**: Step Manager and Step Trigger performance. * **Improved:** Look Decision now calculate obstacles detection better. * **Improved**: Sound Animator Behaviours will use shared AudioSources components. * **Improved**: Character rotation performance increased. * **Improved**: Animator Synchronization Component. * **Improved:** Climb State. * Does no longer requires Climb Pivot. * Climb Gizmos Visualization * Outer and Inner Corner Movement work better. * **Fixed:** Now you will get an error message if the NavAgent is not a Child of the Animal. * **Fixed:** Wander Areas inherit from MWaypoints. * **Fixed:** Aim Target Component was not using the Aim point as the target * **Fixed**: Has Tag option on the ProxyTrigger Component was not getting the Tags on the Root GameObject. * **Fixed**: Point Click -> Clear Target parameter was doing nothing. * **Fixed**: Now the Height of the Destination is checked if the AI Animal arrives at the target. * **Fixed:** Check Variable Listener checks for components where the Animal Script is. * **Fixed:** Play Mode Task does not wait to make the modes the first time. * **Fixed**: HelpBox Attribute had no Namespace. * **Fixed**: When the Animal was using Offmeshlinks, the alignment was done incorrectly. * **Fixed**: `**FindComponent**` and `**FindInterface**` extensions now search in disabled GameObjects * **Fixed**: Stat Component. Degeneration was not reactivating the regeneration after its finished * **Fixed:** String Comparer was not working. * **Fixed**: OnTrigger Proxy was not invoking methods on Exit. * **Fixed**: Directional Damage Mode Modifiers were Ignored. ### [](https://malbersanimations.gitbook.io/animal-controller/changelog#hap-3) HAP * **Fixed**: When the rider calls a stored Mount with none stored, it will throw a null exception. * **Added**: Instant Dismount to the Mount Component. * **Added**: Prefab Variants for the Wagons to be used on Mobile. [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.2.6d-ac-4.2.6d-hap-27-august-2021) 1.2.6d(AC) - 4.2.6d(HAP) 27 August 2021 -------------------------------------------------------------------------------------------------------------------------------------------------------- * **Added: Stat Randomizer** Scriptable Object * **Added**: Now Abilities has a property to play audio. * **Added**: Now the AI Animals have a Slowing Distance. * **Added**: AudioClip Reference & AudioClip List Set. * **Added**: EnterCoolDown and ExitCooldown values to the States. * **Added**: GameObjects that have Attack and Interactions Triggers are forced to be on the Ignore Raycast Layer, so they are not part of the Animal's body. * **Added**: Animal Controller Pitch Enter and Exit Parameters for the Free Movement. * **Updated**: Aim Assist Component Events now has the GameObject which was Aimed by. * **Fixed**: Runtime GameObject Collections had Duplicated Methods. * **Fixed:** Look At Component needs to have the Aim Origin transform to be the first bone. * **Fixed**: if the Animal get Disabled while making a Mode, it throws an error after the mode ends. * **Fixed**: Respawner with a Player as Prefab was instantiated twice. * **Fixed**: Pitch Direction was reset without smoothing when exiting the Underwater State. * **Improved**: Axis Parameter on the Animator is using `**Lerp**` instead of `**MoveTowards**`. * **Fixed:** Few spelling mistakes corrected in the Inspector. ### [](https://malbersanimations.gitbook.io/animal-controller/changelog#hap-4) HAP * **Fixed:** Instantiated mounts were missing the Call Method. [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.2.6c-ac-4.2.6c-hap-04-aug-2021) 1.2.6c(AC) - 4.2.6c(HAP) 04 Aug 2021 -------------------------------------------------------------------------------------------------------------------------------------------------- * **Updated**: Editor/Inspector Improvements. * **Added**: New Decision (Check if Current Target is on Runtime Set). * **Added**: New method to the Animal States OnPreMove()). to have more control with the states. * **Added**: NullChecking to the AI States in case it has Empty Decisions and Decisions. * **Added**: Wall Stop Option to the Locomotion State. * **Added**: DebreeTag to the Animal Controller. * **Added**: **On Target Arrived** to the AI Target. * **Added:** Material Property Asset (LerpSharedMaterial) Option. * **Improved** Gliding with the Fly State. * **Improved:** Fall Logic while the animal is on a Deep Slope. * **Improved**: Scriptable Coroutines * **Fixed**: Rotate in Place AI was doing step by step. * **Fixed**: Brain Look At Decision, was failing if the Target was to close to the ground. * **Fixed**: AI Control was entering a Stack Overflow when an AI Animal has as a Target another AI Animal. * **Fixed**: Rotation Speed was still enabled on the Death State. * **Fixed**: LookAt AI Task was using GetComponent instead of Find Interface. * **Fixed:** Checkpoints were not working. * **Fixed**: Disabling and Enabling back the Animal broke the modes. ### [](https://malbersanimations.gitbook.io/animal-controller/changelog#hap-5) HAP * **Fixed**: Mount Triggers recognize better the Rider Main Collider. * Updated prefabs. [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.2.6b-ac-4.2.6b-hap-13-june-2021-hot-fix) 1.2.6b(AC) - 4.2.6b(HAP) - 13 June 2021 Hot Fix ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- * **Added**: Force Zones now has Air Control Parameter for Disabling Movement while the animal is on a Jump Pad, Wind zone. * **Added:** `ForceAdd()` and `Force_Remove()` to the Animal Controller. * **Added:** **(Inspector).** MInput/Malbers Input Components Create Default Inputs. * **Added**: Mode Modifier Force. Applies a Force when a Mode is played. * **Added**: **(Inspector)** When creating new animals States, it will be created on the path of the last state created. * **Added**: **(Inspector)** Mode Modifiers can be created inside the Mode Inspector * **Added**: **(Inspector)** Creating Scriptable asset Drawer can create now Abstract Classes. * **Added**: (**Inspector**) Decisions and Tasks from the Brain are **categorized** when creating them. * **Improved**: Aligners use `FixedDeltaTime` instead of `DeltaTime`. Alignment is smoother now. * **Fixed:** Climb State, Unclimbable surfaces were not detected. * **Fixed:** Jump Pads and Multiple Jumps was doing incremental speed (weird movement) * **Fixed: (Inspector**) Console Error when trying to create Jump Animal States. * **Fixed: (Inspector**) OR Decision Brain inspector was broken. * **Fixed**: Runtime GameObject Sets with a description were corrupted. (SUPER WEIRD BUG) ### [](https://malbersanimations.gitbook.io/animal-controller/changelog#hap-6) HAP * **Improved**: Reins Logic is executed on the Rider Component, not on the Rein Component. * **Changed:** Rein component is obsolete now. [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.2.6a-ac-4.2.6a-hap-29-june-2021-hot-fix) 1.2.6a(AC) - 4.2.6a(HAP) - 29 June 2021 Hot Fix ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- * **Added**: Pickable Component. Option to be Picked by animation time, using Animator Messages. * **Added:** `DontDestroyOnLoad()` to the UnityUtils component. * **Added:** `LoadScene() and LoadSceneAdditive()` to the UnityUtils component. * **Added**: Category Description to IDs. * **Added**: Stats Component public method Initialize(); * **Added**: Float, Integer and Bool Comparers have a new Active bool variable. * **Added**: Stats Component: `Reset_to_Max()` and `Reset_to_Min()` Methods. * **Updated**: Clean Animal Animator, Transitions and States. * **Fixed: (Inspector)** Brain Debug mode with empty Decisions was causing a null error on the console. * **Fixed: (Inspector)** Attack Trigger Debug with empty Trigger was causing a null error on the console. * **Fixed: (Inspector)** _Add Runtime Set_ was not showing the Label in Unity 2022. * **Fixed: (Inspector)** _Add Runtime Set_ was showing empty descriptions. * **Fixed: (Inspector)** Interactor was missing some events. * **Fixed**: Mode Logic was breaking the Combo Manager via ModeBehaviour (weird bug). * **Fixed**: Scriptable Coroutines sometime were stop for no reason (Blend Shape and Bone Presets). * **Fixed**: Scaled Animals had Increase Fall Movement. * ⭐ **Improved**: Mode Logic, Cleaned, Reviewed line by line.. and Improved (Feeling very proud about this one). * **Improved**: Combo Manager.. Now it only uses Combo.Play(int Branch). Simpler that way. It can also be used for Switching Combos for weapons in the future. ### [](https://malbersanimations.gitbook.io/animal-controller/changelog#hap-7) HAP * **Fixed:** When the Horse was destroyed and the Rider was inside any Mount Trigger was causing Null References. * **Improved**: Mount Trigger and Mount scripts logic. * **Added**: Mount Component has more control now to Enable/Disable AI, Input and Trigger when mounting/Dismounting. * **Added**: Stored Mount, if its a prefab it can be instantiated. [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.2.6-ac-4.2.6-hap-14-june-2021) 1.2.6(AC) - 4.2.6(HAP) - 14 June 2021 -------------------------------------------------------------------------------------------------------------------------------------------------- * **Added**: Mobile Joystick now can be dynamic. * **Added**: Zones Weight parameter. to Add a probability to Activate or not a Zone. * **Added:** Wander Area On Target Arrived Event. * **Added**: MEvent now have a Debug values. * **Added:** Key and Chest Models, UI and prefabs * **Added**: Delay to the Get Runtime Set Component. * **Added**: Delay to FadeInOut Component. * **Added**: Automatic option to all Variable Listeners. Perfect for when you want to Invoke the Events Manually. * **Added**: Help Box Prefab. * **Added**: Set Stat Task. * **Added:** Reset Scriptable Variable Set Asset. * **Added**: Modes now can be Affected Stances (It can be Enable or Disabled) * **Added:** Stances are Set now as used as Stance ID on the Animal controller, instead of an int var. * **Added**: Look At behaviour to Enable/Disable the Look At logic in the Animal. Works better than the Message behaviour when there more than 2 layers involved. * **Added**: StepTrigger now can have unique Tracks. (E.g. the Bunny has different tracks for the front and back feet.) * **Added**: Play Anim Transform component. * **Added:** Invert value to the **AND Decision** Brain * **Added**: Last State ID and Forward Movement to the RootMotion Jump Profiles * **Updated**: All Animators. * **Fixed:** Fly State weird bug that stopped the Animal where there was no Ground underneath. * **Fixed**: Up Down Axis was not being normalized while flying/swimming underwater. * **Fixed**: Brain Patrol State was still Patrolling when waiting On Wander Areas or Waypoints. * **Fixed**: Zones were ignoring the AbilityStatus state (PlayOneTime,Toggle, Forever). * **Fixed**: AI Control when going from flying to Land, it was missing the Zones because it was setting the Arrive to true when it was not grounded yet. * **Fixed:** Animator Event Sound Pitch value was used wrong. * **Fixed:** Stop Task Needed to Have the LookAt Parameter Visible. * **Fixed**: Modes Reset to Default Option was disconnected. * ⭐ **Fixed**: All meshes now can be imported correctly to Blender3D. the CG bone was not included in the skin. * **Fixed**: Animal -> Force Activated method was ignored on Start. * **Fixed**: Brain can be stop when is disabled and reset when its enabled. * **Fixed**: Attack Trigger Try Physic was not working as expected. * **Fixed**: Horizontal and UPDown Parameters were using Math.Lerp instead of Mathf.MoveTowards. * **Fixed**: Runtime Collections were causing the build to crash. * **Improved**: Wander Area now has Random Destinations for different animals * **Improved**: Check Stat Decision uses a Scriptable Float Variable to do comparisons. * **Improved**: Animal Component store the last selected State on the Editor * **Improved**: Fall State has a cleaner /updated code. * **Improved:** Attack Triggers can be selected/seeing on the scene * **Improved**: RootMotion Jump Logic. * **Improved**: Messages Logic code cleaned. Inspector Improved ### [](https://malbersanimations.gitbook.io/animal-controller/changelog#hap-8) HAP * **Fixed:** Mode Status was not synced to the Rider from the Horse Animator. * Fixed: When Dismounting the Rider was not resetting the Stance and Mode Values [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.2.5a-ac-4.2.5a-hap-may-20-2021-hotfix) 1.2.5a(AC) - 4.2.5a(HAP) May 20 - 2021 (Hotfix) -------------------------------------------------------------------------------------------------------------------------------------------------------------------- * **Updated** prefabs and scenes. * **Fixed:** The code when the animal get the head stuck in a ledge was ignored on the Fall State. * **Improved**: Effect Manager now can be set inside the hierarchy. * **Fixed**: When the animal was flying and using Banking.. the Bank value was not resetting when the animal was on the ground. * **Added**: Aligner rotation now has an Angle Offset value. * **Added**: Zones now have Angle Limitation. * **Fixed**: Human Animator Landing Transitions had the wrong order. * **Fixed**: PickUp component Collectable() method needed to activate the Area Trigger. * **Fixed**: Weird bug that happens sometimes when stop mode is called on Start. * **Fixed**: Fall Damage was ignored * **Fixed**: Sprint was not being Updated correctly when changing states. * **Fixed**: Base Animal Animator had some of the Strafe transitions activated. ### [](https://malbersanimations.gitbook.io/animal-controller/changelog#hap-9) HAP * **Updated** Prefabs and scenes * **Changed**: Now the Create Inputs Context Menu on the Rider connects the Events to the Inputs, Instead of using a Scriptable bool variable * **Updated**: Pegasus Wings Animator. * Fixed: Messages Behaviours were sending double messages, causing unwanted issues. [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.2.5-ac-4.2.5-hap-3-april-2021-last-minor-update) 1.2.5(AC) - 4.2.5(HAP) - 3 April 2021 (Last Minor Update) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- * **Fixed:** Tags Component _HasTag_ method had the code inverted. * **Added**: _PreStateMovement_ and _PostStateMovement_ System.Action to Overwrite movement on the Animal controller by external scripts. * **Improved**: Fly State logic * **Improved**: Animal Core Movement NonRoot Motion Logic. * **Fixed**: Trigger Proxy was not resetting when the component was disabled. * **Added**: Waypoint Component. Added a new button to create a New Next waypoint. * **Added**: Small Info Box to the Speed Set. A reminder to use Position and Rotation for Non RootMotion Anims. * **Added**: Align\_Self\_To() method to the Aligner Component. * **Fixed**: Climb State was exiting immediately when using a Zone to start. * **Fixed**: Offset Climb was not execute correctly on the AI Control component * **Added**: ResetOffMesh List to the AI Animal Control component, to Reset OffMeshLinks in case the animal falls while he was on an offmesh link; * **Fixed**: Non Automatic Zones were not setting the Mode Power parameter correctly * **Fixed**: the Center of the Animal was not being calculated when the Height was != 1f. * **Fixed**: Platform movement was ignored. * **Fixed:** Fly Landing Multiplier for the raycast formula was wrong (Can be reproduced with scaled animals) * **Added**: Aim Component new Use Raycast Option. (To Remove Raycasting in case is not needed) * **Added**: Aim Assist Component AimPoint parameter. * **Fixed**: Aim Component Changing rapidly from left to right the Aim CM Camera. Added _AimSideThreshold_ parameter to solve that issue * **Fixed**: Now Trigger proxies can used by more than one Animal. * **Added**: Trigger Proxy Component was sending all the colliders, now its send also the Root GameObject. * **Improved**: OnTriggerEnter and OnTriggerExit components. * **Improved:** Zones can have multiple animals inside. * **Improved**: Mode Logic.. removed unnecessary code. * **Fixed**: Check Mode Decision default Index was -1 instead of -99 * **Added:** Fly State has now a Yellow Ray Gizmo to Show the Landing Multiplier * **Added**: Zone component can change the **Ability Status** as an Option. * Added: Mode Reactions can change the **Ability Status** as an Option. * **Fixed**: When a Message Behaviour is looping on itself and it has the same Message, it will not interrupt the Enter Message. * **Added:** Impulse to takeoff on the FlyState * **Fixed:** Mobile buttons for moving Up and Down was not working with the Forward movement Mobile Joystick Axis. * **Improved**: Animal Component Strafing does not require the MStrafe component any more. (it Uses the Aim Component which already does all the Strafing Code). * **Added**: New Inspector for all the Animal States. * **Added**: Component Selector for easy navigation inside any character hierarchy. * **Fixed**: \[PickUp -Drop\] Component now can be use in a Child GameObject. * **Fixed**: Weird behaviour on the Alignment when the Front ray touched the ground but the Angle was to deep. * **Added**: OnEnable|Disable Gameobject component. * **Improved**: Alignment to the ground is smoothed when entering from fall or Jump. * **Added**: On Teleport Event to the Animal Controller * **Added**: Reset\_GameObject() and ResetMonoBehaviour() methods to the UnityUtils component. * **Added**: Restart() method to the Unity Event Raiser and Unity Event Exit components * **Added**: Tags to Trigger Proxy Component. * **Fixed**: Mount Component can now be used inside the animal Hierarchy. * **Added**: Message task use Broadcast Message ### [](https://malbersanimations.gitbook.io/animal-controller/changelog#hap-10) HAP * **Modified:** Rider Component now uses a Capsule preset to modify the Capsule while mounting. * **Modified:** Updated Rider Mount Animator and Horse Animator (Strafing) * **Fixed:** Reloading while aiming was not playing the Reload Animation. * **Fixed**: When the horse Teleports, the Cloth component for the Mane, Tail, and Reins had weird last behaviours. * **Improved**: Weapon Manager Aiming Logic. [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.2.4d-ac-7-april-2021) 1.2.4d(AC) - 7 April 2021 ----------------------------------------------------------------------------------------------------------------------------- * **Removed**: Unity.Mathematic Package (not needed for now) * **Fixed**: ⭐ Important bug. Causing Build crashes <**01 - Patrol AI State>** was corrupted. 😓 * **Added**: Waypoint Button to add next targets. [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.2.4c-ac-29-march-4.2.4c-hap-2021) 1.2.4c(AC) - 29 March 4.2.4c(HAP) 2021 ------------------------------------------------------------------------------------------------------------------------------------------------------ * **Added**: **PatrolTask** can use now Runtime GameObject to find Waypoints (Closest, Random,First,etc) * **Added**: **StringVar** and **BoolVar** to the **MEvent** Scriptable Object. * **Added**: String Listener * **Added**: String Comparer * **Added**: StateExitStatus Parameter. Needed for Climbing State better usage!. * **Added**: EnterState Tag. to the states * **Fixed**: Exit Transitions on the Raccoon Climb States. * **Improved**: Climb State logic. * **Added**: States now can have the same Priority (IMPORTANT) ⭐ . E.g. Swim and Climb wont ignore each other. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-MWWQD2OWXFtzYYptl2F%252F-MWWymhFiB30fx0xcfhW%252Fimage.png%3Falt%3Dmedia%26token%3D0412cc80-2628-4b7a-b975-0e54262c7884&width=768&dpr=4&quality=100&sign=9e1516fc&sv=2) * **Improved**: Now with same Priority States; TryActivateState() logic is improved. * **Added**: Move AiTask now has Move to Last know location. * **Fixed**: Set Target Task Closest option was missing the logic. * **Added**: Check Stat Decision: Value Changed, Value Reduced, Value Increased ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-MWa42uUu948kcwe5lS_%252F-MWac7K37QcVnSlxX4h9%252FD4YEiO23Zj.png%3Falt%3Dmedia%26token%3D0a724387-588e-4b37-a435-4a1edc183f7b&width=768&dpr=4&quality=100&sign=caa05953&sv=2) * **Added:** RuntimeGameObjectSets Scriptable: On Set Empty, On Item Added, On Item Removed * **Added:** HDRP Shader Package for 2019 LTS and 2020+ * **Improved**: AI States for the Brain now has internally the Tasks and Decisions ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-MWeRkmqxplCuKcd9AF1%252F-MWer3dT2JnA4FIER-jJ%252Fimage.png%3Falt%3Dmedia%26token%3Dd23ff480-6dc9-46e4-a20f-1c97a8d1f509&width=768&dpr=4&quality=100&sign=8f80a4fb&sv=2) * **Fixed**: Has Arrived Decision was giving a null exception when there was no target * **Added:** Abstract Reaction Component. * **Modified**: **LookAt Decision** uses Layer Reference values for the Obstacle Layer. * **Added**: AI Control Component null reference for SetTarget(Gameobject) ### [](https://malbersanimations.gitbook.io/animal-controller/changelog#hap-11) HAP * **Fixed:** Animator Global Speed from the Animal and the Rider were not in sync [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.2.4b-ac-16-march-4.2.4b-hap-2021) 1.2.4b(AC) - 16 March 4.2.4b(HAP) 2021 ------------------------------------------------------------------------------------------------------------------------------------------------------ * **Fixed**: Fly State Gliding Gravity push was overwritten by the next line of code. Now its set on the right place. * **Fixed**: Animal AI Control **InOffMesh** was not resetting when it finish an **OffMeshLink** * **Fixed**: Mode Align was working on sleep/disabled animals. * **Fixed**: Attack Trigger where activated also when the Animal was Sleep. * **Fixed**: Input Axis on the Animal Component was not normalized. * **Fixed**: Animal Ai Control. When a Air Destination was set the first time it was ignored. * **Fixed**: Brain Animal Play Mode Task was failing if the Animal has no Target. * **Fixed**: AI Control. If the animal was waiting .. _HasArrived_ was not being updated. * **Improved**: Brain Task Execution (cleaner code) * **Added**: Scriptable Coroutines Core script. * **Improved**: AnimTransform, BlendShape Preset, Bone Preset scripts. They all use Scriptable coroutines Now. * **Added**: Material Lerp * **Added**: Material Property Lerp * **Fixed**: Override Start mode was not working properly when the Animal GameObject was hidden * **Fixed**: Pick Up and Drop was still working when the script was disabled. ### [](https://malbersanimations.gitbook.io/animal-controller/changelog#hap-12) HAP * No changes to the Riding system this time.. [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.2.4a-ac-4.2.4a-hap-2-march-2021) 1.2.4a(AC) - 4.2.4a(HAP) \[2 March 2021\] -------------------------------------------------------------------------------------------------------------------------------------------------------- * **Added**: Combo Manager -> Combo Finisher Parameter, OnCombo Finished Event, and Debug. * **Improved**: **ValueToString** Component. Added more Methods and Prefix and Suffix parameters. * **Changed**: All Camera Prefabs are now on the Ignore Raycast layer. * **Added**: Message Assets * **Added**: Interactable **OnFocused**, On **Unfocused** events has the Interactor who is focusing them as parameter. Added Description. * **Added**: Behaviour\_Enable(int) , Behaviour\_Disable(int) to Unity Utils. * **Added**: Last Stance parameter on the Animator. * **Added**: Exit on Ability on the Mode Behaviour. For Mode Abilities that can activate automatically other Abilities. E.g Sit Howl will automatically activate the Sit Ability when exit. * **Added**: SetActive(Gameobject) SetActive(Component) to UnityUtils . * **Improved**: Pick up and Pickable components * **Fixed**: **Toggle**, **Hold by Time** Mode Status were ignored. * **Fixed**: Bug If the AI Animal was waiting the Brain AI States where Interrupted when. * **Fixed**: **ModeTask** Alignment feature was not working if the Brain component was not on the root. * **Added**: ModeAlign has now extra modes to check for alignment; * **Added**: Zone -> State Status option. * **Removed**: Zone -> Stat Modifiers * **Improved**: Zone code. * **Added**: Exit Tag to the States * **Improved**: Camera Input + SmoothVertical movement Logic. ### [](https://malbersanimations.gitbook.io/animal-controller/changelog#hap-13) HAP * Some of the Draw Store Animations while using the Left Hand where swapped. [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.2.4-ac-15-feb-4.2.4-hap-2021) 1.2.4(AC) - 15 Feb 4.2.4(HAP) 2021 ---------------------------------------------------------------------------------------------------------------------------------------------- * **Added**: _OnFocused_, _Delay_ and _CoolDown_ parameters **Interactable** component. * **Added**: _OnFocused_, parameter **Interactor** component. * **Fixed**: If the animal was falling while using AI and it landed, it executed the Arrive code, without arriving to the final destination * **Fixed**: When using **NavMesh Components** new system(GitHub) and Null Reference was thrown when the new NavMeshLink. * **Improved**: MDamageable Reaction Logic. * **Removed**: Remain State parameter on the Brain Component. * **Added**: ResetInputSource to the Animal Controller. * **Added**: Empty string check on the Scene Editor Manager Script. * **Fixed**: Hurt UI Prefab was missing an Event connection with the Float Comparer * **Fixed**: Ai Control Resume Agent needed to Enable the Agent first, when finish a mode * **Modified**: Underwater Try activate uses MovementAxis instead of * **Added**: ModeAngle to PlayModeTask; * **Added**: MAnimalAIControl.NullTarget() * **Added**: Fly State LandOn Layer Mask (To also land on water) * **Fixed**: **AlwaysForward** was disconnected. * **Fixed**: Pressing **Backwards input** \+ <**CameraInput** \= false> causes a null reference exception * **Improved**: Jump Basic Logic * **Removed**: Pickable component -> **Drop**, **Pick** Animal Reactions; to avoid dependencies with the Animal Controller, now they can be used on the Unity Events * **Improved:** Transform Animation Tweener . * **Fixed**: Sprint was Degenerated while the animal was not Moving * **Added:** Custom Inspector to Waypoints * **Modified: New Beta** version of the Unity Input System Integration [****](https://malbersanimations.gitbook.io/animal-controller/annex/integrations/unity-input-system-new) * **FOLDERS REORGANIZED .** * **All Scripts Components have \[AddComponent \] properly organized** * **LITTLE DRAGONS INTEGRATION WITH AC UPDATED** ### [](https://malbersanimations.gitbook.io/animal-controller/changelog#hap-14) HAP * **Fixed:** OnStartMounted on the Rider the Mount Trigger was not assigned. * **Improved**: Some tweaks to the Walk, Canter, Trot, Gallop and Sprint animations back legs * **Added**: MWeapons RightHanded is now a scriptable bool (Requested by HeyBishop! ;) ) [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.2.3-ac-2-feb-2021-hap-4.2.3) 1.2.3(AC) - 2 Feb 2021 (HAP 4.2.3) --------------------------------------------------------------------------------------------------------------------------------------------- * **Added**: IInput Source SetInputAxis(Vector2 input) method. Needed for the New Input System * **Added**: **INTEGRATION** with the **New Input System** (Ready) * **Changed**: Name of all Malbers Components on the Inspector. * **Fixed**: AI Control Stopping distance was not reset when using Set Destination (Click Point Example) * **Fixed**: AI Control, when using Point Click the Target was not reset when clicking on simple ground. * **Improved**: Interactable Interface has GameObject and ID for recognize the Interactable * **Added**: **Interactor** component (Point Click ). * **Fixed:** Aim Component. Ray Length parameter was not showing on the inspector. * **Added:** New Point Click Demo with AI Enemies * **Added:** Fall State now prevents missing ground check falling when the character has no fall from edge animation. * **Added**: MAnimalAiControl ClearTarget() Method * **Improved**: **Float** and **Int** Comparer components. * **Added**: Damager now uses the **Interactor** Interface * **Improved**: Joystick Component no longer uses Update to send V2 Values. * **Improved**: Input management for external Sources on the Animal Component is handled better. (Integration with New Input System) * **Fixed**: Zones were not resetting properly the Mode Ability when exiting the zone (Only when Reset Option was enabled). * **Added:** AI Animal Control Checks now for Impartial/Invalid Path * **Added**: Ai Animal Control , used with SetDestination()...PointClick * **Improved**: Changed the Affect State solutions for the Modes, Using now Exist instead of Contains. * ⭐ **Fixed\*\*:** Sometime (Tricky Bug) 2 states tried to activate themselves at the same time... That causes the Animal to stay on a Pending state forever. * ⭐ **Improved:** Implemented a better solution for falling and the animal get stuck while falling. * **Modified**: Zone Component Animal Layer Mask Parameter. Before the Search Layer was set internally * **Added**: Int/Float Comparer now has a Reorderable List Inspector * **Added:** Modify Stat as Scriptable Object. * **Fixed**: Fall while Strafing from Locomotion was setting a fall speed of zero * **Fixed**: Fetch demo. * **Added**: Gravity Limit Cycle to the Animal Component ### [](https://malbersanimations.gitbook.io/animal-controller/changelog#hap-15) HAP * **Added**: Right Hand, Left Hand Transform References for the Rider * **Improved**: IK Rein Component Code. * **Added**: **DismountID** to the Mount Trigger Component * **Fixed:** Dismount Behaviour Get Rider component changed to Find Component. (Game Creator Integration) [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.2.2c-ac-11-jan-2021-hap-4.2.2c) 1.2.2c(AC) - 11 Jan 2021 (HAP 4.2.2c) --------------------------------------------------------------------------------------------------------------------------------------------------- * Improved: Brain Check Var Listener now uses Integer Scriptable Variables for the ID * Improved: Brain Check Var Listener now can check on GameObjects, Runtime set and TransformHooks. * Added: Interaction Trigger to the Animal Controller. This Interaction zone will be used by the Modes, States and the whole controller to interact with external objects. * Added: **ITriggerInteract** Interface. * Fixed: Going Backwards without RootMotion was not working. * Added: **TriggerProxy** component now has an ID parameter * Added: Set Var Listener Task for the Brain Component * Fixed: Sound Behaviour can have empty sound clips * Fixed: **BlendShape** component Inspector bug. * Modified: Zone component has a tag list instead of just 1 tag. * Added: IAnimator Listener to the AIAnimalControl component. * Modified: Messages component now sends message to Childs gameObjects. * Fixed: Damage Direction Mode Modifier. It was setting random values instead of directional values, for the 2 side Damage Option. * Added: Speed Modifiers Backwards Speed Multiplier. * Fixed: A disable zone was still working. * Added: States have now Exit Cooldown. (The state cannot be enabled after X time) ### [](https://malbersanimations.gitbook.io/animal-controller/changelog#hap-16) HAP * Fixed: Animations. Gallop Ears where aiming backwards a little bit * Improved: Rider FPC script. Now it has Mount Dismount Curve. * Fixed: **IsOnHorse** parameter was set to true **OnStartMounting**, It should be false. * Fixed: Horse Jump Animation State Exit Transitions [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.2.2b-ac-24-nov-2020-hap-4.2.2b) 1.2.2b(AC) - 24 Nov 2020 (HAP 4.2.2b) --------------------------------------------------------------------------------------------------------------------------------------------------- * Fixed: If a Reference Var is Set to Variable and the variable is null it will automatically changed to Constant and it will use that value. * Added: **GameObjectHook** and **TransformHook** the methods UpdateHook, DisableHook() * Added: MoveTask -> Move to Next Target Option. * Modified: AiAnimalControl NextTarget is public now. * Modified: Aligner **MainPoint** and **SecondPoint** parameters are Transform References * Added: LookAt Task can look now at a Transform Var. * Fixed: Wolf Lite Animator had duplicated Mode Behaviours * Added: Look Decision 2 more types of Options: **TransformVar** and **GameObjectVar** * Added: AI Tasks: wait for Previous Task Option * Added: Brain Component -> Wait Task. * Added Cinemachine Input Mapper. (For Mobile Demo Scenes) ### [](https://malbersanimations.gitbook.io/animal-controller/changelog#hap-17) HAP * Modified: Stored Mount is a GameObject Reference instead of Mount Component * Added: Rider can now instantiate a horse when calling one. * Modified: Mobile Demo Scene. Added UI Button for Pistol. [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.2.2a-ac-nov-19-2020-hap-4.2.2a) 1.2.2a(AC) - Nov 19 2020 (HAP 4.2.2a) --------------------------------------------------------------------------------------------------------------------------------------------------- * ⭐ **UPGRADED TO UNITY 2019.4 LTS** ⭐ * ⭐ **Cinemachine is the Default Camera Rig** ⭐ * Added: Can Strafe Parameter. * Added: Strafe as public variable * Added: GameObject Hook (Useful to create Gameobjects References at Runtime that can be access everywhere) * Added: Transform Hook (Useful to create Transform References at Runtime that can be access everywhere) * Added: Transform Scriptable Variable and Reference. * Improved: Strafe Logic * Fixed: Idle State has the Sprinting Disabled * Fixed: **IsInFieldofView()** Method from the **LookDecision** (Brain Component) * Added: **CameraFreeRig** now has its Movement Vector exposed as a Scriptable variable * Added: States now have CanStrafe parameter. * Added: Serialized Object Extensions * Improved: AI States Inspector for the Brain Feature * Added: **Mode\_Pin\_Ability\_Enable () Mode\_Pin\_Ability\_Disable()** to the animal component. * Added: **Mode\_Ability\_Enable(int ModeID, int abilityID, bool enable)** to the animal component. * Added: GetAbility(int Index) to the Modes class. * Fixed: UI and Inspectors for Unity 2019.4 LTS * Added. Reference Variable values now have a create (+) button. * AI Animal Control methods are virtual. * Fixed: Unity Bug Not showing Animator Animation States on later version. * Added: Descriptions to Unity Event Raiser/Exit and Var Listener Components. * Added Drop and Pick Delay values to the Pickabe Component * Fixed: Damager Valid method Owner null check. * Added: **CreateScriptableAsset** PropertyDrawer. * Added: Mode Reaction: Enable/Disable Ability * Added: ID value to the **AI States** for the animal * Added: **On AIState Changed** event to the Brain Component. * Fixed: CheckScriptable Variable Decision. the Variables were set to Null at the end of the decision. * Fixed: LookDecision Search for modes. * Added: Scriptable variables can be debugged. * Added: New InvokeEvent Task (Animal Brain) * Fixed: Set Target Task (Animal Brain) * Fixed: AI Animal Control was skipping to the Next Target when using SetTarget by code. * Added: Animator Event Sound **StopPlaying** and **PlaySoundForever** methods. * Added: Animator Event Sound (**Internal Source** and **Interval parameters**) * Fixed: Message Task Update mode. It now has a Interval value. * Fixed: PickUp Component, OnFocused Item was not showing on the Inspector. * Fixed: PickUp Component, Start with an Item picked was not working. * New Collect Animation Steve ### [](https://malbersanimations.gitbook.io/animal-controller/changelog#hap-18) HAP * Fixed: Instant Dismount Rotation Error. * Added: Correct Fly Strafe Animations. * Poly Art. Pegasus * Poly Art horse UV updated * Horse Poly Art using Color Chart 4x4 v2 * Fixed: Mount trigger of other horses where interfering with the mounting animations. * Added: Cloth Component to the Mane, Tail and Reins * Added Horns for Unicorns [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.2.1-ac-19-oct-2020-hap-4.2.1) 1.2.1(AC) - 19 -Oct 2020 (HAP 4.2.1) ------------------------------------------------------------------------------------------------------------------------------------------------ * Improved: Input Source connection with the Animal Controller. * Added: Capsule Collider Preset. * Added: Sneak and Dodge animations to the Human (Steve and Cowboy HAP) ### [](https://malbersanimations.gitbook.io/animal-controller/changelog#hap-19) HAP * Added: Mobile Pegasus Sample Scene * Mount Position and Rotation updates their values while mounting (Integration with UCC) * Added: Cancel Aim to the Shootable Weapons * Fixed: Mount Triggers were not resetting the Rider when they were disable [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.2c-ac-8-oct-2020-hap-4.1c-minor-fixes-compatible-with-invector) 1.2c(AC) - 8 -Oct 2020 (HAP 4.1c) Minor Fixes (Compatible with Invector) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- * Fixed: AI Agents was enabled when an animal was on a mode, when it should have been disabled. * Fixed HAP: Mount Trigger where exiting the Collider sooner when the Rider with more than one collider) * Fixed HAP: Pegasus was not gilding properly. * Fixed: When creating a Fly State the FreeMove was Disabled. * Fixed: When adding for the First time Animal Component,it was using the old **IntID** & **FloatID** instead **ModeStatus & StateFloat**. Animator parameters. * Fixed: Pitch Direction was not being calculated when the animal was not on Free Movement. * Fixed: Fly Down Aceleraron was using Target Direction instead of Inertia Position. * Added: Mode Reaction can activate a mode Forever. Until is interrupted by ModeStop(). * Fixed: Modes can play forever when its **Input** is pressed down. * Prepared HAP for Invector's Controller. * Improved: Trigger Proxy Component * Fixed: 2019.2 #Define custom Symbol for Malbers Editor and MTools. for Unity 2019.2 projects [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.2b-ac-28-sept-2020-hap-4.1b-minor-fixes) 1.2b(AC) - 28 -Sept 2020 (HAP 4.1b) Minor Fixes ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- * Fixed: Stopped {NaN,NaN,NaN} Rigid body errors * Fixed: Sometimes the animal starts with the Fall States (in Unity 2020) * Fixed: Swim exits to Fall state when hitting a Hard Surface. * Added: Transition from to the Modes Abilities. E.g: now the Animal can go from the Action Seat -> to Sleep. when all the Transition on the Animator are set properly. * Fixed: Bug on Build on Malbers Input [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.2a-ac-27-sept-2020-hap-4.1a-minor-fixes) 1.2a(AC) - 27 -Sept 2020 (HAP 4.1a) Minor Fixes ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- * Fixed: Idles can be interrupted any time.. does not need to finish their transitions * Fixed: UpDown Movement for Flying creatures are more stable * Fixed: LookAt, Can have Non Bones GameObjects in their Logic * Fixed: All Idles state **have** Disabled... * Checking Missing References on Brain and Ai Animal Control components. [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.2-ac-20-sept-2020-hap-4.1-big-update) 1.2(AC) - 20 -Sept 2020 (HAP 4.1) ⭐ ⭐BIG UPDATE!!⭐⭐ ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- * **Added**: Animal Reactions. * State Reaction * Stance Reaction * Mode Reaction * Speed Reaction * Gravity Reaction * Movement Reaction ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-MA1wy42l-FdrkULQbjw%252F-MA2-JZM3GqAQK4rv_21%252Fimage.png%3Falt%3Dmedia%26token%3Dd8f42f60-e68d-476f-909e-d0a548380ee1&width=768&dpr=4&quality=100&sign=737b5248&sv=2) * **Added**: Modify Stat Component. Used to Modify stats when animal interact with anything (triggers, projectiles.. etc) ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-MA1wy42l-FdrkULQbjw%252F-MA20SLwu3LlzwzEhUvF%252Fimage.png%3Falt%3Dmedia%26token%3Dbf8f6623-6846-44aa-aa36-ff6d72015437&width=768&dpr=4&quality=100&sign=b7aec115&sv=2) * **Added**: Projectile Component. Used for Fireballs, Arrows, Grenades, Rocks * **Removed**: Fireball script (obsolete). Now uses the Projectile Component. * **Added:** Now Physic base objects are affected by the Animal: * **Added**: Projectile Thrower Component * **Added**: Predict Trajectory Component ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-MAl6fgNDdO4Z8-rkv2o%252F-MAlDv5m1SK8XfGJjkAf%252FNRmS30ct3Y.gif%3Falt%3Dmedia%26token%3D19a78ff0-3842-4fab-a1be-c2efc009aa77&width=768&dpr=4&quality=100&sign=7e1c8dd7&sv=2) * **Added**: Explosion component. * **Added**: Speed\_SetTopIndex() Method to Animal Controller * **Added**: OneColliderParameter to TriggerProxy Component. (When an animal enters a Trigger with multiple colliders inside\[Head, Spine\], It will just be activate with one collider). * **Added**: Component Extension **FindComponent** * **Removed**. Global Properties on the Modes. * **Removed**: Animation Tag on the Modes (is no longer needed) * **Improved**: Inspector on Animal Modes. (reorderable List for Abilities) * **Improved**: Fall State. * **Improved**: Climb State * **Improved**: Malbers Input and **MInput** Logic. * **Fixed**: MInput: **Double Tap** now uses correctly OnInput Changed Event * **Added** : **Toggle** Input type to **MInput** Component * **Added**: Ignore on Pause to **MInput** Component (Inputs won't work on TimeScale = 0) * **Modified**: States: Try Activate uses the State Input Value by Default. * **Added**: States now have Try Loop.. to increase performance to the **Try State** cycle * **Added:** ForceMode. Modes can interrupt each other. (Used on the Combo Manager) * **Added:** Active parameter on mode Animations, now the Abilities can be disabled * **Added:** Repeat to the Unity Event Raiser. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-MAl6fgNDdO4Z8-rkv2o%252F-MAlDszHv7bKdIpjTx9x%252FUnity_KPDlTvOtdF.png%3Falt%3Dmedia%26token%3D967fcc51-3ccd-48e9-a7e9-72db5598b582&width=768&dpr=4&quality=100&sign=7919954&sv=2) * **Added**: Speed Sets have Stance List too (IMPORTANT). Stances that use the same States can have their own Speed modifiers. * **Added**: **MEvents** are debuggable * **Fixed**: Gravity Acceleration keep increasing if the animal touched an obstacle with the head. * **Fixed**: If the Animal Front Ray Touches a Ground, but not the Hip Ray, the Animal will move forward. * **Fixed:** Fly State was Resetting lock speed after a new state was changed. * **Added**: Force Zones * **Added**: States can now try to exit on other Animations that are not the main State Animation. (Exit On Main). E.g The Fall State can also exit when is on the Fall From Edge Animation. * **Improved:** State **BasicJump.** Now it uses Default Time instead of the Animation Time. * **Added:** Basic Jump Profiles * **Added**: `**State_Replace(State)**` to the Animal Controller, to change States at Runtime. * **Improved:** PickUP and Pickable components does not longer need an Animal to work. it can be used as a stand-alone component. * **Removed:** Animal Controller Dictionary List State (States are no more than 10 per animal) * **Added**: Locomotion Check Falling Backwards. * **Added: Damager** and **Damageable** Component. they will be the components to give and receive Damage to all the animals. * **Fixed**: Disabling the AiAnimalControl broke the AI. * **Modified: Attack Trigger** now inherit from **Damager.** * **Added:** Humanoids using the Animal Controller can also Mount an Animal!! * **Modified:** **StateStatus** Animator Parameter is a Main Parameter now ⚠️ . * **Added: Locomotion** State updates the **State Status** animator **Parameter** with the Speed Modifier Index (To know in the Animator which speed Index is using & use it inside the animator). * **Fixed**: When Jumping UpHill the Animal is was not aligned to the terrain * **Added**: Mode Time to the Animal Controller. Useful to create Combos. * **Fixed**: Sound Behavior.. it was interrupted if it play the same Animation State. * **Added** Combo Manager... Make combos with the Controller * **Added**: Holster Manager * **Modified**: Fly State now has its Flap and Glide Speed public. * **Fixed**: Fall State Normalized Blend Fall. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-MEDenVj0UoNYIjRpIQA%252F-MEE-9GM7vVdlNbIQ906%252Fimage.png%3Falt%3Dmedia%26token%3De3561cee-e94f-496b-98bb-0b9d682d7a42&width=768&dpr=4&quality=100&sign=5c363b96&sv=2) ### [](https://malbersanimations.gitbook.io/animal-controller/changelog#less-than-hap-4.2-greater-than) **** * **Removed**: Mount name parameter to the Mount Trigger.. (Obsolete) * **Added**: Pegasus * **Modified Rider Combat** is now **Weapon Manager.** * **Removed**: Ability System for the Rider Combat (Now is the Ride Profile) * **Added**: Ride Profile to modify the bones of the Rider while using a weapon. * **Modified** : Holder Enum is now Holster ID * **Modified**: Weapon component completely redesign. [](https://malbersanimations.gitbook.io/animal-controller/changelog#undefined-1) ------------------------------------------------------------------------------------ [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.1.7-ac-8-jun-2020-hap-4.09a) 1.1.7(AC) - 8 Jun 2020 (HAP 4.09a) --------------------------------------------------------------------------------------------------------------------------------------------- * Modified: Using Delegates to Send Parameters to the Animator. * Added: AnimalAnimatorSync (to Sync Animator Parameters of an Animal to another Animator) * Fixed: IMDamage Interface it was not using the Damage Modes. * Fixed: Attack Trigger was not working if the Trigger was in a different GameObject. * Modified: Trigger Proxy was using IngoreLayers (Changed to the Inverse ) * Fixed: Blend Shapes Editor, Blend Shapes Array Size overload. * Fixed: Queued States Logic. * Modified: Death State is simpler :) **** * Fixed: Horse Animator Jump exit transitions. * Fixed: Melee Weapons did not hit animals while the rider was on Foot (Invector Integration) * Added: Mount Dismount Elephant Animations * Fixed: Bow Inspector. Initial Bow Rotation wasn't being serialized. [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.1.6-ac-20-may-2020-hap-4.09) 1.1.6(AC) - 20 May 2020 (HAP 4.09) --------------------------------------------------------------------------------------------------------------------------------------------- * Added: Custom Up Down Axis to the Animal Controller. Used on Mobile Up Down Buttons for Flying * Improved Movement Logic for the Animal when moving with Direction. * Added: Damager transform to the IMDamage Interface (To know who's doing the damage) * Removed CROSS\_PLATFORM\_INPUT (is obsolete) * Fixed: Shader Water .. now its made with ASE (it was causing issues with URPL) * Fixed: State.EnterAnimation() method. Some Stae weren't modifying the AnimTags * Fixed: Sometimes modes where entering twice on the Animator, causing invoking events twice. * Added: **Tags** Static Method: GetGameObjects by Tag * Fixed: Underwater Check for water even though the animal is not on the water. * Added: AiAnimalControl.SetDestination(**Vector3Var** newDestination) * Fixed: Ai Animal control does not control anymore the speed changes. * Added: **Timeline** integration. * Added: **MTimelineManager** Component. * Added: Zone warning when an animal cannot activate an Mode/Action Zone * Modified: Check for null reference on the Aim and LookAt components * Added: Scriptable Variable Material\_List * Fixed: When Animals were grouped on an Empty GameObject, the Attack triggers used the first Animal on the hierarchy. (SOLVED). * Added: Update Input Source method on the Animal (Rewired Integration) * Fixed: Brain was throwing errors when Waypoints were removed at runtime. SOLVED * Added: GetResource method to the Malbers tools. * Added: Custom Tags to Zones. Only Animal with the zone tag can interact with it. * Fixed: The way the wolf rotates In Place when change the speed abruptly * Added: Root Gameobject Reference for the Rider. This may cause issues with characters that have the Animator in places different from the Rider component * Added: Drag on Area Mobile joystick. * **Fixed: Unwanted falling From Edge while going uphill. FINALLY!!!** * Added: **Anti-Fall** Feature to the Locomotion state (For animals without a Fall State) E.g. Elephant * Improved: Try Activate Condition on the Idle and Locomotion State * Fixed: Gravity Bug when the animal get the head sucked on a ledge. * Small Optimizations to all MAnimal public Properties. * Added: HasMalbersTag extension to **transform** and **gameobject** * Added: Animal.HasState(string stateName) * Added: Malbers Menu > Upgrade **Malbers** Shaders to URLP/HRLP * Added: Step Manager can now Instantiate Tracks too, instead of using one Particlesystem. * Added AnimHeight Optional Parameter to the Animal Controller * Added AnimHeight Parameter to the Zone Component. * Added: Affect Stat on the **Fall** State (E.G. Reduce Health by Fall Distance) **** * Fixed: Sometime an Error was thrown on Straight mount when the animal was dismounting. * Added: Mount→ Disable Mount Triggers. * Fixed: UI on the Demo scene was disconnected . (Arrows and Bullet Count) [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.1.5-ac-2020-apr-9-hap-4.08) 1.1.5(AC) - 2020 Apr 9 (HAP 4.08) ------------------------------------------------------------------------------------------------------------------------------------------- * Added: Fly State Land Time.. to avoid immediately landing after the take off. * Fixed: When playing Modes the Random Value was enable, it caused Random Idles to play on the Lower Layer * Fixed: Small fixes to the Mode Inspector * Added: Value Property to **Bool**, **Int** and **Float** Listener Component * Added: CheckVarListener Decision to the Brain AI * Added HelpBox Attribute * Added: On Enter, On Exit Event to the Attack Triggers * **Fixed: UpdateDirectionSpeed was false instead of true on Start (It caused Zero movement on Non Root Motion Character). IMPORTANT** * Added: AND AI Biain Decisions * Added: OR AI Brain Decisions * Fixed: AI Animal Control Must wait one frame to Set the next Target. * Added: Look Decision can Search for a Specific Zone with Index * Fixed: Play Mode Task (Modes can Interrupt other modes, E.g Attack can interrupt being hitted) [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.1.4-ac-2020-mar-13-hap-4.07) 1.1.4(AC) - 2020 Mar 13 (HAP 4.07) --------------------------------------------------------------------------------------------------------------------------------------------- * Changed: Ground Layer on the Animal is changed to a Layer Var * Fixed: Animal Ai Control. When the animal has assigned a Waypoint with no next Target the animal did not stop. * Added StateStatus Parameter to the Animal Animator. it allows to change animations on the Active State * Fixed: On Climb Start Animations the Animal was not aligned to the Wall * Added: Start on Mode. * Added: Pick Up and Drop Logic * Added: Pickable Item & PickUp UI * Added: to MAnimal HasState() and HasMode() bool methods * Added: Maximum Gravity Acceleration Limit. * Fixed: Animal AI was not able to swim (Now it can using a Nav mesh on the Water). * Fixed: _CurrentSpeedIndex_ property had an issue when updating the speed. * Fixed: UI for the Speed Modifiers Foldout * Modified: Water Layer on the Swim State is now Public. * Fixed: Death was not Interrupting Modes. * Fixed: Mode\_Activate\_Ability method was throwing an error if the mode was disabled #### [](https://malbersanimations.gitbook.io/animal-controller/changelog#less-than-hap-greater-than) * Added: AutoMount parameter to the mount triggers. [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.1.3-2020-feb-20) 1.1.3 - 2020 Feb 20 ------------------------------------------------------------------------------------------------------------------ * Fixed: Effect Manager Editor issue with empty Effects. * Fixed: Scriptable Reference variables with null Scriptable Vars * Added: Zone new Parameter Remove Animal on Active * Added: Degeneration **Wait Time** to the **Stat** Component. * Fixed: When Stats gets to 0 degen did not start again. * Fixed: When going Backwards with no Root Motion, it was going forward * Attack Triggers have now Which Mode Activate and which Ability Index (by Default is Damage) * Fixed: Inspector for Message Behaviours * Added: State\_AllowExit() to the Animal Callbacks. [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.1.2-2020-jan-26) 1.1.2- 2020 Jan 26 ----------------------------------------------------------------------------------------------------------------- * Fixed: Fall ray was failing when Raycast Radius was Zero on the Animal. * Fixed: Wait variable on the AI Animal Control was set to true when Stop was called.. * Fixed: Removed Warning with the NavMesh Agent when the Animal was flying and it has arrived to a destination. * Fixed: Additional Speed is locked when the Modes are not allowed the movement * Fixed: Movement Detected on the Animator was not updating when the Animal was on a mode and Allow Movement was false. * Added: New Scriptable Variable : Layer Var * Fixed: Underwater State Try Activate method was entering every time. solved * Added: On Trigger Proxy.. Added the Option to ignore Triggers * Fixed: Move Stop Task on the AI brain was not updating the Stopping distance on the Move to target option. * Fixed: Sometimes the animal is to large and when flying the Landing Logic is blocked by the head bone and affects the AI when landing... Added new Blocking Bone Landing Logic to the fly state [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.1.1-2020-jan-19) 1.1.1 - 2020 Jan 19 ------------------------------------------------------------------------------------------------------------------ * Fixed: Down and Up Inputs Connect with the States with OnInputDown Event instead Of **InputChanged** Event * FIxed: Order of Check State activations conditions * Fixed: Idle State Try Activation was using MovementAxis Smooth instead of MovementAxis Raw * Fixed: GlideOnly on Fly State + Camera Input caused Unwanted behaviour * Fixed: Fly Allow Exit On Input Changes when is using Toggle and Press * Fixed: Creating Layers Now does not create duplicated Enemy Layers * Fixed: On Point Click Error throw by the Animal AI Control when A mode was interrupted by a new Destination * Removed: Instantiate Parameter on the Effect Manager. * Fixed: Stopping 1 frame on WayPoints with no wait time * Fixed: Lock Movement with AI has ignored. * Added: Debug Aim Name * Fixed: Aim Assist was using the Root Transform instead of the Collider * Fixed: Attack Trigger On Exit Enemy Stats where skipped when the trigger was disable. [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.1.0-2020-jan-09) 1.1.0 - 2020 Jan 09 ------------------------------------------------------------------------------------------------------------------ * Added: AI Brain (Based on the Plugable AI Tanks Tutorials by Unity) * Added: Aligner Script * Added: Mode Parameter \[Ignore Lower Modes\]: which Modes with higher priorities to interrupt other modes. * Added: Animal Center Parameter (Position beween both Hip and Chest Pivots) * Fixed Bug: The Imnnune property on the Stat was not working properly * Added: IWayPoint Interface new methods (TargetArrive and WPTransform) * Added: Required Field Attribute * Fixed: Attack Trigger collider component where not set to Trigger on Enabled. * Fixed: Bug. Modes sometimes stayed Active after the mode was disabled. * Removed: Height Parameter (is no longer Needed) * Fixed: On the Stats: Degenerate it was not Degenerating on Enable. * Added: Aligner Attack Modifier (It does the same as the Attack Aligner Mode Modifier). * Removed Align Section from the Zones and Replaced it with the new aligner Component * Zones are now Prefab Variants * Fixed: Jump Basic Parameters and Activate method. * Added: ModeAligner Script * Added: AITarget Script and IAITarget Interface * Added: Mode Parameter \[Ignore Lower Modes\]: which Modes with higher priorities to interrupt other modes * Fixed: Modes sometimes got stuck. * Fixed: Attack triggers with big areas did not attack twice if the target animal never exited the Attack trigger * Fixed: Undo on Blend Shape component * Fixed: Undo on Material Changer component * Fixed: Undo on Active Meshes component * Added: Jump Basic has now multiple Jumps * Added: AI Climb UP (Check Racocon) * Fixed: On Scaled Animals the Falling Gravity was failing [](https://malbersanimations.gitbook.io/animal-controller/changelog#id-1.07-2019-nov-20) 1.07 - 2019 Nov 20 ---------------------------------------------------------------------------------------------------------------- * Fixed: Annoying bug that jump into the sky when was on a ledge or the ground disappear * Added: Enable Disable Sound Event Method * Added: Perching Zone (Birds) * Added Random Parameter... it was interfering with the Int ID when it was used as a Mode Status * Added Speed Lock Change Method so It can be able to lock speed changes . * Fixed Bug: when using AIAnimal Control, the Next target on an Action zone is Null, the animal kept trying to enable the Zone * Fixed: When Jumping without Forward movement the animal did not can move forward when Air Control was enabled * Added: Speed Methods to change Speed via Code * Fixed: Fly |Try Exit| Condition (Animal Scale and Land Multiplier were not applied) * Fixed: Lomotion |TryActivate| Condition (UPDown Axis was Ignored) * Fixed All Animator Exit Conditions on all Assets * Added Tool Tips to the States Parameters * Fixed Bug (when an animal get stuck on a Falling animation with the colliders and It can land the Gravity Acceleration get reset. * Created Basic Jump State * Fixed Bug: Glide Only left The Current Speed disabled. * Fixed Bug: AI Animal Control was failing when it the agent was out of the NavMesh because the Agent Component was disable. * Added Gravity Direction to the Free Look Camera * Fixed: Rotation on the Free Look Camera is now updated with the Update Type (Fixed or Late Update) [PreviousUpcoming assets](https://malbersanimations.gitbook.io/animal-controller/asset-in-production) [NextUpcoming Changelog](https://malbersanimations.gitbook.io/animal-controller/upcoming-chanelog) Last updated 4 months ago Was this helpful? --- # Know Limitations so far | Animal Controller Just like any other character controller, AC has limitations that can are not completely solved yet, but are definitely on my to-do list. [](https://malbersanimations.gitbook.io/animal-controller/know-limitations#networking) Networking ------------------------------------------------------------------------------------------------------ The asset does not include any networking integration. I'm focusing on creating more assets and keeping AC clean and bug free. I know there some good developers on Discord that have already use AC and HAP with networking . I'm staying away from networking for now. [](https://malbersanimations.gitbook.io/animal-controller/know-limitations#animal-controller-limitations) Animal Controller limitations -------------------------------------------------------------------------------------------------------------------------------------------- * Animal Controller does not support First Person view out of the box. * Brain AI does not work well with Flying/Swimming Underwater animals. AC does not have proper behaviors to avoid obstacles and find paths while flying or swimming Underwater, or any state that uses Free Movement (Not Grounded states). ### [](https://malbersanimations.gitbook.io/animal-controller/know-limitations#horse-animset-pro) Horse Animset Pro * At the moment there's no AI Rider that can Ride an AI horse. * Only one Rider can Mount the Animal at a time.. (No Passengers). [PreviousImprove Performance Tricks](https://malbersanimations.gitbook.io/animal-controller/improve-performance-tricks) [NextDownloads](https://malbersanimations.gitbook.io/animal-controller/downloads) Last updated 2 years ago Was this helpful? --- # Features | Animal Controller [](https://malbersanimations.gitbook.io/animal-controller/features#overview) Overview ------------------------------------------------------------------------------------------ The Animal Character Controller, previously known as Animal Controller and soon to be updated to Malbers Controller, is a comprehensive system designed to animate and control animal characters within a 3D environment. It incorporates a wide variety of states such as Idle, Locomotion, Jumping, Swimming, Flying, and more, simulating realistic animal behaviors. Additionally, it supports various extra behaviors including Actions, Attacks, and Damage, catering to different gameplay needs. The controller also accommodates multiple stances like Crouch, Sneak, and Combat, alongside advanced movement features like a Gravity Changer and Root Motion, providing developers with the flexibility to create complex and dynamic animal characters for their games. [](https://malbersanimations.gitbook.io/animal-controller/features#states) States -------------------------------------------------------------------------------------- Idle Locomotion Fall Jump RootMotion Jump Basic Swim Underwater Death Wall Run Ledge Grab Free Climb Glide (Wings Fly Slide ### [](https://malbersanimations.gitbook.io/animal-controller/features#runtime-state-change-profiles) Runtime State Change (Profiles) E.g. Glide samples Jump Height [](https://malbersanimations.gitbook.io/animal-controller/features#modes) Modes ------------------------------------------------------------------------------------ ### [](https://malbersanimations.gitbook.io/animal-controller/features#actions) Actions Sit Slide Vault ### [](https://malbersanimations.gitbook.io/animal-controller/features#attacks) Attacks ### [](https://malbersanimations.gitbook.io/animal-controller/features#damage) Damage Dodge Pick Up Drop Any mode you need ### [](https://malbersanimations.gitbook.io/animal-controller/features#stances) Stances Crouch Sneak Wounded Combat Weapon Stances... ### [](https://malbersanimations.gitbook.io/animal-controller/features#movement) Movement Gravity Changer Follow Camera Direction Root Motion In-Place Sliding (ground) Strafing (Relative to the Camera or Target) Path Constraint [](https://malbersanimations.gitbook.io/animal-controller/features#game-type) Game type -------------------------------------------------------------------------------------------- Top Down Mobile 2.5 Platform ### [](https://malbersanimations.gitbook.io/animal-controller/features#zones) Zones Activation zones.. with reactions Limitation zones? [](https://malbersanimations.gitbook.io/animal-controller/features#camera-system) Camera System ---------------------------------------------------------------------------------------------------- Cinemachine Profiles with Virtual Cameras #### [](https://malbersanimations.gitbook.io/animal-controller/features#undefined) [](https://malbersanimations.gitbook.io/animal-controller/features#ai) AI ------------------------------------------------------------------------------ AI Control Brain Point Click [](https://malbersanimations.gitbook.io/animal-controller/features#mobile) Mobile -------------------------------------------------------------------------------------- [](https://malbersanimations.gitbook.io/animal-controller/features#scriptable-architecture) Scriptable Architecture ------------------------------------------------------------------------------------------------------------------------ Events Scriptable Variables Runtime Sets [](https://malbersanimations.gitbook.io/animal-controller/features#weapon-system) Weapon System ---------------------------------------------------------------------------------------------------- Attack Triggers Projectile Bow Pistol Rifle Melee weapons Throwables [](https://malbersanimations.gitbook.io/animal-controller/features#interactions) Interactions -------------------------------------------------------------------------------------------------- Surface effects [PreviousEnd User Licence Agreement](https://malbersanimations.gitbook.io/animal-controller/end-user-licence-agreement) [NextImprove Performance Tricks](https://malbersanimations.gitbook.io/animal-controller/improve-performance-tricks) Last updated 1 year ago Was this helpful? --- # Improve Performance Tricks | Animal Controller Let's try some tricks to improve performance on when using the Animal Controller and Horse Animset Pro. [](https://malbersanimations.gitbook.io/animal-controller/improve-performance-tricks#removing-disable-unnecessary-state) Removing/Disable unnecessary State ---------------------------------------------------------------------------------------------------------------------------------------------------------------- Remove or disable states NPCs will not use (Fly, Climb, Fall, Jump, Swim). If they are only going to move around (Keeping **Idle** and **Locomotion** will do the trick). This will ignore all the unnecessary Raycasting from automatic States like **Fall** and **Swim** (They are constantly checking if the character is grounded or if there's a water source) ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FOVGh34CAj8xZj6Y17qk5%252Fimage.png%3Falt%3Dmedia%26token%3D0e44caca-c505-4998-950f-f3e41e963ce3&width=768&dpr=4&quality=100&sign=a31f58b8&sv=2) [](https://malbersanimations.gitbook.io/animal-controller/improve-performance-tricks#increasing-state-try-loop) Increasing State Try Loop ---------------------------------------------------------------------------------------------------------------------------------------------- Changing Loop Cycle of the States..Some automatic states (**Swim**, **Grab Ledge**, **Fall**) are calculated in every frame you can increase the value to skip some frames. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FqkSI60oJshn6jj8u7k0z%252Fimage.png%3Falt%3Dmedia%26token%3D947ff66d-cc86-47b0-a75a-77a329e5335b&width=768&dpr=4&quality=100&sign=a73fa2e6&sv=2) [](https://malbersanimations.gitbook.io/animal-controller/improve-performance-tricks#disabling-ontrigger-enter-on-trigger-exit-functions) Disabling **OnTrigger Enter** \- **On Trigger Exit functions** ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- NPCs should not be using these Unity functions to check if there are any interactions around them. Only the necessary ones should be included. This may drop the performance. This includes things like Zones inside NPCs or the TriggerProxy Component. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FiA0p5LqEotaT4SXNnCZG%252Fimage.png%3Falt%3Dmedia%26token%3Def7404c3-3456-447a-8bd4-f1aa6cd31540&width=768&dpr=4&quality=100&sign=cab0f2db&sv=2) These Prefabs should be only use for the player. [](https://malbersanimations.gitbook.io/animal-controller/improve-performance-tricks#sound-and-effects) Sound and Effects ------------------------------------------------------------------------------------------------------------------------------ AC does not have any optimized code for Audio clips... I just play an audio clip in an audio source. Unless is really necessary to play audio on an **NPC**, you can disable the sounds too. This includes the FootSteps. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252F68E9usOfeMIekp59IxdZ%252Fimage.png%3Falt%3Dmedia%26token%3D56216c9a-81e9-437e-8ce1-c8ccc5745783&width=768&dpr=4&quality=100&sign=ab542dd6&sv=2) [PreviousFeatures](https://malbersanimations.gitbook.io/animal-controller/features) [NextKnow Limitations so far](https://malbersanimations.gitbook.io/animal-controller/know-limitations) Last updated 9 months ago Was this helpful? --- # Downloads | Animal Controller [](https://malbersanimations.gitbook.io/animal-controller/downloads#biped-rootbone-to-unreal) Biped RootBone to Unreal --------------------------------------------------------------------------------------------------------------------------- [13KB\ \ ROOTBONE-BipRootBone.mcr](https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2FAzjvCPkYVHiN9S75hZOA%2FROOTBONE-BipRootBone.mcr?alt=media&token=97c91dfd-3e10-4b34-9c5c-c6bb2d6bb0d7) [PreviousKnow Limitations so far](https://malbersanimations.gitbook.io/animal-controller/know-limitations) [NextGuide to use All Malbers Assets with (AC)](https://malbersanimations.gitbook.io/animal-controller/quickstart/guide-to-use-malbers-unity-assets-with-ac) Last updated 1 year ago Was this helpful? --- # Upgrade to URP | Animal Controller [](https://malbersanimations.gitbook.io/animal-controller/quickstart/upgrade-to-urp#video) Video ----------------------------------------------------------------------------------------------------- [](https://malbersanimations.gitbook.io/animal-controller/quickstart/upgrade-to-urp#latest-versions) Latest Versions ------------------------------------------------------------------------------------------------------------------------- [](https://malbersanimations.gitbook.io/animal-controller/quickstart/upgrade-to-urp#check-your-unity-urp-version) Check your Unity URP Version --------------------------------------------------------------------------------------------------------------------------------------------------- ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252F98HM43IeDeAFlvxxjGSP%252Fimage.png%3Falt%3Dmedia%26token%3De1639e2f-a977-4882-a84d-3bd9747e2b59&width=768&dpr=4&quality=100&sign=3988a89c&sv=2) [](https://malbersanimations.gitbook.io/animal-controller/quickstart/upgrade-to-urp#id-1.-upgrade-all-amplify-editor-custom-shaders) 1\. Upgrade all Amplify Editor custom shaders --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FfeedZMBSVG5GwpClWZZ4%252Fimage.png%3Falt%3Dmedia%26token%3D455a3d52-792e-4090-bb73-d91da7e6e407&width=768&dpr=4&quality=100&sign=8c871f56&sv=2) These are the same packages included in the Malbers Animation Menu: #### [](https://malbersanimations.gitbook.io/animal-controller/quickstart/upgrade-to-urp#unity-6) UNITY 6 [4MB\ \ Malbers\_URP\_17.unitypackage](https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2FDeENjbXAN4J7jvCxjBQc%2FMalbers_URP_17.unitypackage?alt=media&token=96409641-7f56-48fc-824c-02cbe92ea944) #### [](https://malbersanimations.gitbook.io/animal-controller/quickstart/upgrade-to-urp#unity-2023) UNITY 2023+ [335KB\ \ Malbers\_URP\_16.unitypackage](https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2FTA2muNr07M4UiDygZxDJ%2FMalbers_URP_16.unitypackage?alt=media&token=837e57f8-b644-4395-a247-88c944a8d011) #### [](https://malbersanimations.gitbook.io/animal-controller/quickstart/upgrade-to-urp#unity-2022) UNITY 2022+ [369KB\ \ Malbers\_URP\_14.unitypackage](https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2FLD79749PCZSZgNBz7SzM%2FMalbers_URP_14.unitypackage?alt=media&token=e2696f10-d7e9-4191-b935-ce305845a76e) [302KB\ \ Malbers Shaders URP 12.unitypackage](https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2FQnuxd0byZUlWloYXletf%2FMalbers%20Shaders%20URP%2012.unitypackage?alt=media&token=0627bea9-a12f-48de-8fe9-338a1d484406) [](https://malbersanimations.gitbook.io/animal-controller/quickstart/upgrade-to-urp#id-2.-convert-all-the-materials-to-urp-materials) 2\. Convert all the Materials to URP Materials ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FFKpWIZYkzBpWyFxUh8kH%252Fimage.png%3Falt%3Dmedia%26token%3D4ffa1bed-c8b1-45e9-bee4-9f6254392ddb&width=768&dpr=4&quality=100&sign=a263be0d&sv=2) [](https://malbersanimations.gitbook.io/animal-controller/quickstart/upgrade-to-urp#if-you-are-upgrading-from-built-in-to-urp-you-will-need-to-add-the-urp-asset-to-your-project-setting) If you are upgrading from Built - In to URP you will need to add the URP Asset to your project settings ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252F1nYAO66tr8sT0yF6t0x7%252Fimage.png%3Falt%3Dmedia%26token%3D65c7061e-e033-486d-b9a8-6ffdfc9ff221&width=768&dpr=4&quality=100&sign=e9e06440&sv=2) These files are created by Unity automatically when you create an empty URP project. But if you are upgrading from a Built-in Renderer project you will need to create them yourself or simply download them from this included package: [11KB\ \ URP Settings.unitypackage](https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2FI5weRyHdo1EeM4ckM439%2FURP%20Settings.unitypackage?alt=media&token=5e1057b0-3b87-4e0c-b3ff-916c9e1bdd91) And that's it :) [](https://malbersanimations.gitbook.io/animal-controller/quickstart/upgrade-to-urp#same-steps-to-upgrade-to-hdrp-but-using-hdrp-options) Same steps to Upgrade to HDRP but using HDRP options --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- [PreviousGuide to use All Malbers Assets with (AC)](https://malbersanimations.gitbook.io/animal-controller/quickstart/guide-to-use-malbers-unity-assets-with-ac) [NextUpgrade to HDRP](https://malbersanimations.gitbook.io/animal-controller/quickstart/upgrade-to-hdrp) Last updated 9 months ago Was this helpful? --- # Guide to use All Malbers Assets with (AC) | Animal Controller [](https://malbersanimations.gitbook.io/animal-controller/quickstart/guide-to-use-malbers-unity-assets-with-ac#guide) Guide -------------------------------------------------------------------------------------------------------------------------------- ### [](https://malbersanimations.gitbook.io/animal-controller/quickstart/guide-to-use-malbers-unity-assets-with-ac#all-malbers-assets-have-an-integration-with-the-animal-controller) All Malbers Assets have an integration with the Animal Controller. When you download any of the Malbers Assets (except _**Horse Animset Pro**_) you will need to download first the Animal controller from the Store: [Animal Controller](https://assetstore.unity.com/packages/slug/148877?aid=1100lHT6) Remember to take a look to the Readme file: ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-MZ4Qrwb4l9kuP2y2nFU%252F-MZ4RFiVGrfOIOqEjkfR%252Fimage.png%3Falt%3Dmedia%26token%3D0028b1eb-059f-45c8-88f2-3faf07343dff&width=768&dpr=4&quality=100&sign=fb6f5735&sv=2) * After you download Animal Controller.. Find the folder: MalbersAnimations/ **\_ AC** **Here are some examples** ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FhPfv4U4wtaEBArBLkKEe%252Fimage.png%3Falt%3Dmedia%26token%3Defc1d9e5-8241-4e1a-afa0-4dea563a5063&width=768&dpr=4&quality=100&sign=c7755df4&sv=2) Raven Path: ...\\Malbers Animations\\Animals Packs\\02 Birds Pack\_Birds Pack AC\\ ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FodP09T043zJkuXogWj45%252Fimage.png%3Falt%3Dmedia%26token%3D31282bc3-0bbc-4168-b6f4-ffc70f0fbd88&width=768&dpr=4&quality=100&sign=c00a3fd7&sv=2) Any Forest Animal Path: ...\\Malbers Animations\\Animals Packs\\01 Forest Pack\_Forest Pack (AC) Inside you will find an **UnityPackage** with the Asset fully integrated with the (AC). #### [](https://malbersanimations.gitbook.io/animal-controller/quickstart/guide-to-use-malbers-unity-assets-with-ac#less-than-less-than-double-click-to-unpack-the-integration-greater-than-greater-than) << Double Click to Unpack the Integration >> ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-MjtpkeL99M8pi6nkJOL%252F-Mjtr24LOCzdeieXvlWj%252FmhUb2E1hOC.gif%3Falt%3Dmedia%26token%3Dde0dd30b-23a4-4f6e-a56d-e661b5821714&width=768&dpr=4&quality=100&sign=a4840f26&sv=2) [](https://malbersanimations.gitbook.io/animal-controller/quickstart/guide-to-use-malbers-unity-assets-with-ac#raven-and-ac-example) Raven and AC (Example) ---------------------------------------------------------------------------------------------------------------------------------------------------------------- [](https://malbersanimations.gitbook.io/animal-controller/quickstart/guide-to-use-malbers-unity-assets-with-ac#rabbit-and-ac-example) Rabbit and AC (Example) ------------------------------------------------------------------------------------------------------------------------------------------------------------------ [PreviousDownloads](https://malbersanimations.gitbook.io/animal-controller/downloads) [NextUpgrade to URP](https://malbersanimations.gitbook.io/animal-controller/quickstart/upgrade-to-urp) Last updated 1 year ago Was this helpful? --- # Upgrade to HDRP | Animal Controller [](https://malbersanimations.gitbook.io/animal-controller/quickstart/upgrade-to-hdrp#video) Video ------------------------------------------------------------------------------------------------------ [](https://malbersanimations.gitbook.io/animal-controller/quickstart/upgrade-to-hdrp#latest-version) Latest Version ------------------------------------------------------------------------------------------------------------------------ ### [](https://malbersanimations.gitbook.io/animal-controller/quickstart/upgrade-to-hdrp#unity-6) Unity 6 [724KB\ \ Malbers\_HDRP\_17.unitypackage](https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2FskOTPXFM9n5WSI2UFXcu%2FMalbers_HDRP_17.unitypackage?alt=media&token=69c286a7-47e8-41e1-b8e7-a4cc6c66812c) ### [](https://malbersanimations.gitbook.io/animal-controller/quickstart/upgrade-to-hdrp#unity-2022) UNITY 2022 [2MB\ \ Malbers\_HDRP\_16.unitypackage](https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2FOtncFyjIHSRD1KDc1QNG%2FMalbers_HDRP_16.unitypackage?alt=media&token=c91306f6-773b-4713-a03a-92534207beac) ### [](https://malbersanimations.gitbook.io/animal-controller/quickstart/upgrade-to-hdrp#unity-2021) UNITY 2021 [476KB\ \ Malbers\_HDRP\_15.unitypackage](https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2Fld3wRTRx9LtT1HxcyQgD%2FMalbers_HDRP_15.unitypackage?alt=media&token=a8c000e9-4bb4-446d-89db-0d7da5585a61) [](https://malbersanimations.gitbook.io/animal-controller/quickstart/upgrade-to-hdrp#id-1.-convert-all-the-material-to-hrp-materials) 1\. Convert all the Material to HRP Materials ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Go to Edit-> Render Pipeline -> Upgrade Project Materials to High Definition materials ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-MWyyeRpdhCvt-B_VNsr%252F-MWyzE08AqRGQV9Ur6tQ%252Fimage.png%3Falt%3Dmedia%26token%3Dc07afcc9-5c5c-438e-a6a9-7067327b2436&width=768&dpr=4&quality=100&sign=a62b0025&sv=2) OR ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-MbEOl9XfTwleJOoH6XW%252F-MbEq6VznYkySHzLiVx9%252Fimage.png%3Falt%3Dmedia%26token%3Db0336768-fe2c-443b-9a75-692f9f0c785a&width=768&dpr=4&quality=100&sign=1e221ba5&sv=2) [](https://malbersanimations.gitbook.io/animal-controller/quickstart/upgrade-to-hdrp#id-2.-upgrade-all-custom-shaders) 2\. Upgrade all Custom Shaders ---------------------------------------------------------------------------------------------------------------------------------------------------------- Depending of the Unity version you are using (2019 LTS or 2020+) Go to Tools -> Malbers Animations -> Upgrade Malbers Shaders to HDRP ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-MWz-1MpAadpyu9dN3Ub%252F-MWz-PoNaUIL8-tXPoUC%252Fimage.png%3Falt%3Dmedia%26token%3De90d1c53-3f50-4dfa-a6df-b71d4d5429ba&width=768&dpr=4&quality=100&sign=6163806d&sv=2) And that's it :) [PreviousUpgrade to URP](https://malbersanimations.gitbook.io/animal-controller/quickstart/upgrade-to-urp) [NextCommon Issues](https://malbersanimations.gitbook.io/animal-controller/quickstart/common-issues) Last updated 11 months ago Was this helpful? --- # Tips and Tricks | Animal Controller [](https://malbersanimations.gitbook.io/animal-controller/quickstart/tips-and-tricks#debug-mode) Debug Mode ---------------------------------------------------------------------------------------------------------------- Mostly everything in AC and HAP is debuggable. When something is not working as supposed to. Check in the components the Debug Icon: ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FceBEQ8Ht8vWaWhhiThC6%252Fimage.png%3Falt%3Dmedia%26token%3Dbd63ad24-785a-468c-9ee1-331ac850c283&width=768&dpr=4&quality=100&sign=7cc161d5&sv=2) With it you will get some Inspector and Console information that will help you track down the problem. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FRUTR2oHeR098Yt09P3BS%252Fimage.png%3Falt%3Dmedia%26token%3De0ec05ce-18b7-48a3-98c3-994c8ab2b297&width=768&dpr=4&quality=100&sign=6dd54481&sv=2) [](https://malbersanimations.gitbook.io/animal-controller/quickstart/tips-and-tricks#use-unity-events) Use Unity Events ---------------------------------------------------------------------------------------------------------------------------- Unity Events on the scripts are very helpful, you can subscribe to them to see if they sending the values. I use it very often with Malbers Input and MInput Component, to check if the Inputs are being sent. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FmOZJ5za6htn3JzvPdmyQ%252Fimage.png%3Falt%3Dmedia%26token%3D8549b6f0-a288-49ef-8b30-919dbebb694f&width=768&dpr=4&quality=100&sign=af7c5fa5&sv=2) Use the Scriptable Object (**Debug**) to send console messages on any Unity Event [PreviousCommon Issues](https://malbersanimations.gitbook.io/animal-controller/quickstart/common-issues) [NextYouTube Tutorials](https://malbersanimations.gitbook.io/animal-controller/youtube-tutorials) Last updated 2 years ago Was this helpful? --- # Common Issues | Animal Controller * * * [](https://malbersanimations.gitbook.io/animal-controller/quickstart/common-issues#cinemachine-and-camera-errors) Cinemachine and Camera Errors ---------------------------------------------------------------------------------------------------------------------------------------------------- If by any chance,when importing the asset to Unity 6, you are getting these errors from the ThirdPersonFollowTarget script. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FihU6zDXaJjhocptcYidA%252F610e89b58d53c0e75f3a43d108b98a16.png%3Falt%3Dmedia%26token%3Ddaa79e15-6534-4e6d-8f4e-d906f9db3573&width=768&dpr=4&quality=100&sign=495e76ea&sv=2) Please make sure you remove **Cinemachine2** from the Package manager, install **Cinemachine3**, and upgrade the prefabs here: ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252F6fofMjiBfZk6HvscWvG9%252Fimage.png%3Falt%3Dmedia%26token%3De9a560d9-0723-4bb4-ab37-460569f9a8ab&width=768&dpr=4&quality=100&sign=4e8b06e4&sv=2) [](https://malbersanimations.gitbook.io/animal-controller/quickstart/common-issues#the-animal-is-not-moving) The animal is not moving ------------------------------------------------------------------------------------------------------------------------------------------ You are making a custom animal, but when you try to move it, it does the animations, but won't move forward. Most of the time, the animations you are using are not RootMotion. ​ ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2Ffiles.gitbook.com%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-MdONPIJ1QOeCasfwqVA%252F-MdOPWOEj0SRdFUuQon7%252FDZELWU0e1t.gif%3Falt%3Dmedia%26token%3Daac05421-115f-4bb0-9d84-df858c56d184&width=768&dpr=4&quality=100&sign=60e5881c&sv=2) Check this [**Tutorial**](https://malbersanimations.gitbook.io/animal-controller/how-to-ac/movement-no-rm-anims) **.** * * * [](https://malbersanimations.gitbook.io/animal-controller/quickstart/common-issues#the-animal-is-falling-near-the-ground) The animal is falling near the ground -------------------------------------------------------------------------------------------------------------------------------------------------------------------- If the animal starts to **fall** for no reason, it should be because the **Ground Layer** in the animal controller is set to Nothing, or the layer of the Game Objects considered ground is set to a different layer. The Default value for the Ground Layer is _Default_. You must add your other ground Layers to the Animal **Ground Layer Mask**.​ ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2Flh6.googleusercontent.com%2FpgOFAielD0y9cHgVhd9L0mQhZ_CNG2v0ACs4od7jiTErDnP18kp0p6hKXrEJ3fb-RpgdZx3mit7WTZ95FPRLlMMm7BENq6g_1DnPfqPFsh4uoY8Qk_v4TlOpaqt5l82mYeHJGvrF&width=768&dpr=4&quality=100&sign=bf115bbc&sv=2) Ground Layer is set to Nothing ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FzOqYizKYPqwG6ligQaWQ%252Fimage.png%3Falt%3Dmedia%26token%3D509fddc2-424b-4b62-a2b1-506cb242b113&width=768&dpr=4&quality=100&sign=82ceb0df&sv=2) * * * [](https://malbersanimations.gitbook.io/animal-controller/quickstart/common-issues#states-are-not-getting-active-or-are-pending-missing-tag) States are not getting active or are \[Pending\] (Missing Tag) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- When the state does not get active, or the state goes to the **Pending** state, usually the reason is that The **Animation tag** is not properly set. Make sure the Animation Tag matches your State : ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FpCYkrs3CyLtUDkGeTVed%252Fimage.png%3Falt%3Dmedia%26token%3Da385d56f-1efd-42f7-9f9e-9fc703e25081&width=768&dpr=4&quality=100&sign=67fd1537&sv=2) Name of the State tag is the ID Name ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FdmwJriaxJyW7LzX6CnKB%252Fimage.png%3Falt%3Dmedia%26token%3Da5336988-7644-4fd6-a784-ce10e576dd0c&width=768&dpr=4&quality=100&sign=9bdd0ea&sv=2) This name must match on the Animation State Tag The tags are **case-sensitive**. E.g. make sure you set **Locomotion**, instead of **locomotion** * * * [](https://malbersanimations.gitbook.io/animal-controller/quickstart/common-issues#the-character-slides-on-slopes) The Character slides on Slopes ------------------------------------------------------------------------------------------------------------------------------------------------------ If the character slides when it's on slopes, make sure the Main Collider is not touching the ground. The Animal Controller works with a floating Main Collider. Make sure the collider is set from the Hip to the Head The Interaction with the ground is calculated using rays ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FIwdnQe0zTNFW5WOve8QU%252FUnity_L5PUYsUvWM.gif%3Falt%3Dmedia%26token%3D4c95ef39-489d-4546-abdd-a5beb1506bf0&width=768&dpr=4&quality=100&sign=3739a46&sv=2) * * * [](https://malbersanimations.gitbook.io/animal-controller/quickstart/common-issues#the-character-jitters-when-it-moves) The character jitters when it moves ---------------------------------------------------------------------------------------------------------------------------------------------------------------- If the character jitters, ensure the Brain Camera is set to Fixed Update and the Animator Controller is set to Animate Physics. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252F35rhu5TJ6P1Cze7HiK4v%252Fimage.png%3Falt%3Dmedia%26token%3D15ebe834-0a47-4429-b01b-86ff30a3f45e&width=768&dpr=4&quality=100&sign=7d0144de&sv=2) ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FCWIsL4Qc5zqoPVEVNpDJ%252Fimage.png%3Falt%3Dmedia%26token%3D68a9974e-866d-40b1-b80a-131097dd67b0&width=768&dpr=4&quality=100&sign=f8b18839&sv=2) [PreviousUpgrade to HDRP](https://malbersanimations.gitbook.io/animal-controller/quickstart/upgrade-to-hdrp) [NextTips and Tricks](https://malbersanimations.gitbook.io/animal-controller/quickstart/tips-and-tricks) Last updated 3 months ago Was this helpful? --- # YouTube Tutorials | Animal Controller ### [](https://malbersanimations.gitbook.io/animal-controller/youtube-tutorials#check-these-tutorials-on-how-to-properly-set-everything-up-for-any-animal-and-the-animal-controller) Check these tutorials on how to properly set everything up for any animal and the Animal Controller [PreviousTips and Tricks](https://malbersanimations.gitbook.io/animal-controller/quickstart/tips-and-tricks) [NextVideo Tutorials (On Queue)](https://malbersanimations.gitbook.io/animal-controller/youtube-tutorials/video-tutorials-on-queue) Last updated 1 year ago Was this helpful? --- # Video Tutorials (On Queue) | Animal Controller * Chargeable Mode Ability * Fetch Demo from scratch Writing! Done! * Animal Alert. Use new Stats to create an alert States. * Selector Animal Tutorials NEW Options * AI Companion Tutorial. * Make an animal be your companion (Including Pet) * Make Interactions of Animals with each Other (Say Hi) * Horse Animset Pro (How to set a new Weapon) * Horse Animset Pro (Make any Animal Mountable) * How Damage Works with the Animal Controller. * Hunger, Tired, Thirst Behaviours with AI animals. * Make a video on how to use human characters to populate a city street. Tutorial on how to create the RootBone for UE [PreviousYouTube Tutorials](https://malbersanimations.gitbook.io/animal-controller/youtube-tutorials) [NextMobile Setup Guide](https://malbersanimations.gitbook.io/animal-controller/mobile) Last updated 3 years ago Was this helpful? --- # Mobile Setup Guide | Animal Controller Setting your character for mobile devices is very easy. All mobile assets like Buttons and Mobile Joystick can be easily connected to any animal without creating any dependency, using [**MEvents**](https://malbersanimations.gitbook.io/animal-controller/scriptable-architecture/scriptables/mevents) and [**MEvent Listeners**](https://malbersanimations.gitbook.io/animal-controller/scriptable-architecture/scriptables/mevent-listener) **.** All mobile assets needs the **Unity Event System** and **Graphic Raycast** component attached to the Root Canvas in order to work properly ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-MKby3RZGoSZFhbtIhdI%252F-MKbyrSco7qEULp7fQxm%252Fimage.png%3Falt%3Dmedia%26token%3Daff5debd-5c71-4604-8cfc-004b542a412c&width=768&dpr=4&quality=100&sign=2c6675d2&sv=2) This is created on a new GameObject automatically when a new Canvas is added ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-MKby3RZGoSZFhbtIhdI%252F-MKbz1NshT96V9mI1gnd%252Fimage.png%3Falt%3Dmedia%26token%3Df4f0070f-9eb4-452e-a05d-9999b7dbe2b1&width=768&dpr=4&quality=100&sign=d190a7b0&sv=2) This is Added Automatically to a new canvas. (You just need to check if its there) [](https://malbersanimations.gitbook.io/animal-controller/mobile#requirements) Requirements ------------------------------------------------------------------------------------------------ The Canvas that will be used as the Holder for all the buttons must have the **Graphic Raycaster** component and the **Event System** GameObject needs to be on the scene. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-MbTR93CtBL2ibC65eo0%252F-MbTSOjKp7tQHW2LKbMO%252Fimage.png%3Falt%3Dmedia%26token%3Daaf01005-ed39-41e7-bf33-c2ad6def9a27&width=768&dpr=4&quality=100&sign=760affe2&sv=2) [](https://malbersanimations.gitbook.io/animal-controller/mobile#prefabs) **Prefabs** ------------------------------------------------------------------------------------------ You can find all the Mobile Button prefabs inside this Folder: _**Assets\\Malbers Animations\\Common\\Prefabs\\Mobile Input**_ ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-MKaKlkrYtzJbYfbFwtr%252F-MKaLVK0VOSVTK2E6V6-%252Fimage.png%3Falt%3Dmedia%26token%3D268aa2db-a77f-4fea-8838-88fbc1929c21&width=768&dpr=4&quality=100&sign=5116dfe6&sv=2) Assets\\Malbers Animations\\Common\\Prefabs\\Mobile Input When adding any of these prefabs on your scene you will need to add them as a child of a **canvas.** ### [](https://malbersanimations.gitbook.io/animal-controller/mobile#mobile-joystick) Mobile Joystick The mobile Joystick prefab uses the [**MobileJoystick**](https://malbersanimations.gitbook.io/animal-controller/mobile/mobile-joystick) component. It calculates a Vector2 value that later is used to move the Camera or the Animal ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-MKc1dUYpz_TKfl_HBIc%252F-MKc2Js2z8TTxCQtw1qS%252FKzGQ79vjFm.gif%3Falt%3Dmedia%26token%3D9998fce6-bfec-4f59-bcca-cdc057620ec6&width=768&dpr=4&quality=100&sign=7d52e0d6&sv=2) ### [](https://malbersanimations.gitbook.io/animal-controller/mobile#mobile-button) Mobile Button All the mobile buttons will Raise Events with any Value (Float, Int, Bool, Etc) and those event will be listened by the Animal. and it will act depending of the Event connection with the Animal. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-MKc7rVhE1soS01SamTo%252F-MKc8nvcMi7-rSjRCuaK%252Fimage.png%3Falt%3Dmedia%26token%3D0aea7c25-3518-4745-80de-15f1e68a1082&width=768&dpr=4&quality=100&sign=314d24c4&sv=2) E.g. The Jump Mobile Button has an Event Trigger component with 2 Base Event Data: Pointer Down and Pointer Up. Which register when the Button is Pressed and Released. They Use the Set Jump Event with its boolean value. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-MKaKlkrYtzJbYfbFwtr%252F-MKaOWAGPJ5VZzUVJ649%252Fimage.png%3Falt%3Dmedia%26token%3Db4a62392-da8a-4d7d-9993-c0c2790f22b5&width=768&dpr=4&quality=100&sign=e059b73e&sv=2) And this Event is listened by the Animal on its MEvent Listener Component ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-MKaKlkrYtzJbYfbFwtr%252F-MKaQ85z36SfljArwM7-%252Fimage.png%3Falt%3Dmedia%26token%3D9db88c62-5745-4ca6-ad82-d5fafec62127&width=768&dpr=4&quality=100&sign=dfdad33f&sv=2) And it's connected to the `StatePin` and `StatePinByInput` Methods. Allowing the Animal to Jump. This setup can be done to Activate any State. You just need to change the ID. [](https://malbersanimations.gitbook.io/animal-controller/mobile#examples) Examples: ----------------------------------------------------------------------------------------- ### [](https://malbersanimations.gitbook.io/animal-controller/mobile#adding-default-event-listeners-to-a-character) Adding Default Event Listeners to a Character To add the Default list of listeners to an animal you can use the Context menu -> **Create Event Listeners** on an Animal Component. ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-MKbwv7gJBitj8aY9qrU%252F-MKbxWeUylhmq3aBOE_D%252Fn4dB0jmRw1.gif%3Falt%3Dmedia%26token%3D68be7f6c-4d85-401e-aca7-95b060d8c80d&width=768&dpr=4&quality=100&sign=bf1f8311&sv=2) This will add this Default list of listeners and it will connect them to the Animal Component ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-MKbwv7gJBitj8aY9qrU%252F-MKbxnfulwUKgaWEDOqy%252Fimage.png%3Falt%3Dmedia%26token%3D71442d62-e328-45e5-a452-f9d4fcd3b38d&width=768&dpr=4&quality=100&sign=f3916b66&sv=2) You can find Button Examples you can use inside as buttons for your Mobile Canvas they are located here: ### [](https://malbersanimations.gitbook.io/animal-controller/mobile#creating-a-button-for-a-state) Creating a button for a State To Connect a State with a button you can use any of the prefabs provided for those State Buttons on the [**Prefab Folder**](https://malbersanimations.gitbook.io/animal-controller/mobile#prefabs) For example lets Study the Jump Button prefab You will see that the button Invokes a [**MEvent**](https://malbersanimations.gitbook.io/animal-controller/scriptable-architecture/scriptables/mevents) **Set Jump** when is Pressed, sending a bool **Value = True;** and Invoke again the [**MEvent**](https://malbersanimations.gitbook.io/animal-controller/main-components/manimal-controller/events) when the button is released, sending a bool **Value = False;** ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-MbTR93CtBL2ibC65eo0%252F-MbTTQAbKmdEAs3-Mupl%252Fimage.png%3Falt%3Dmedia%26token%3D875164d2-8852-4566-9c1a-6cc00332f085&width=768&dpr=4&quality=100&sign=8febc10c&sv=2) This is connected to the Animal via an MEvent Listener. Which is connected to the Jump Logic on the Animal. It Changes the Input Value of the Jump State: ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-legacy-files%2Fo%2Fassets%252F-Lzhr1XSMzMqNXjRnNlb%252F-MbTR93CtBL2ibC65eo0%252F-MbTTmT6Dn1Mx7YUOXRy%252Fimage.png%3Falt%3Dmedia%26token%3D81cca359-e201-4e0e-9a1f-633d63074d3d&width=768&dpr=4&quality=100&sign=f872c2b4&sv=2) To connect any other State; Recreate this values with a different MEvent asset and a different State ID Value. ### [](https://malbersanimations.gitbook.io/animal-controller/mobile#creating-a-button-for-a-mode) Creating a button for a Mode To Connect a Mode with a button you can use any of the prefabs provided for those Mode Buttons on the [**Prefab Folder**](https://malbersanimations.gitbook.io/animal-controller/mobile#prefabs) ### [](https://malbersanimations.gitbook.io/animal-controller/mobile#creating-a-button-for-a-stance) Creating a button for a Stance To Connect a Stance with a button you can use any of the prefabs provided for those Stance Buttons on the [**Prefab Folder**](https://malbersanimations.gitbook.io/animal-controller/mobile#prefabs) [PreviousVideo Tutorials (On Queue)](https://malbersanimations.gitbook.io/animal-controller/youtube-tutorials/video-tutorials-on-queue) [NextMobile Joystick](https://malbersanimations.gitbook.io/animal-controller/mobile/mobile-joystick) Last updated 4 years ago Was this helpful? --- # UI Manager | Animal Controller [](https://malbersanimations.gitbook.io/animal-controller/ui-manager#overview) Overview -------------------------------------------------------------------------------------------- ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252FFBTBajs3ZymLcQJPypd9%252Fimage.png%3Falt%3Dmedia%26token%3D719a108f-3d4a-4da3-b908-a7499270cb31&width=768&dpr=4&quality=100&sign=b365762d&sv=2) The UI Manager is a manager script used to manage the functionality of all the different UI screens of the Inventory Add-On. You can use it manually by calling the ChangeUIState event as a String and using one of the following: ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252Ftjk3jgnNCW3ydj5of3rP%252Fimage.png%3Falt%3Dmedia%26token%3D7bec0326-e4e6-4be9-bd02-57aa15539936&width=768&dpr=4&quality=100&sign=82ca7117&sv=2) E.g. If you pass a value of: "InventoryOpenClose" then you will Open the Inventory Screen: ![](https://malbersanimations.gitbook.io/animal-controller/~gitbook/image?url=https%3A%2F%2F963537199-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-Lzhr1XSMzMqNXjRnNlb%252Fuploads%252F8ynkVRtfSJTQ3lW5s6Mg%252Fimage.png%3Falt%3Dmedia%26token%3D88e5be1f-5ec0-432e-a429-caf7f7756057&width=768&dpr=4&quality=100&sign=b4418ad7&sv=2) Inventory Opening and Closing is the only one that shares a string value. All the rest are as above. [PreviousCreate a new Recipe](https://malbersanimations.gitbook.io/animal-controller/cooking-system/create-a-new-recipe) [NextHotbar](https://malbersanimations.gitbook.io/animal-controller/hotbar) Last updated 1 year ago Was this helpful? ---