For the complete documentation index, see llms.txt. This page is also available as Markdown.

🌟Features

Everything the Animal Controller can do — from the core state machine and combat down to the small tools you did not know were in the package.

Animal Controller is a complete character framework for Unity. One controller drives quadrupeds, bipeds, birds, fish, dragons and humans, with the same states, the same combat, the same AI and the same tools.

It is not a locomotion demo with extra scripts bolted on. It is a data-driven, ScriptableObject-based architecture where states, abilities, reactions, conditions and behaviours are assets and serialized modules you assemble in the Inspector — no code, no inheritance chains, no rewriting the controller to add a feature.

What "one controller" actually means. The same character can walk, swim, dive underwater, fly, glide, climb a wall, grab a ledge, grind a rail, ride a horse, carry a crate, fire a bow, block with a shield, and die into a ragdoll — in one prefab, driven by assets you can share between characters.


At a Glance

Features
Description

Architecture

ScriptableObject variables, events, runtime sets, IDs, reactions, conditions

Characters

Quadrupeds, bipeds, humanoids, birds, fish, insects, dragons

States

18+ built-in movement states, unlimited custom ones

Modes

Unlimited actions, attacks, damage reactions and abilities

Combat

Melee, ranged, projectiles, elements, criticals, blocking, parry, dismemberment

AI

Character brain — AI States, Tasks and Decisions as assets

Equipment

Super Item system: weapons, tools, shields, torches, throwables, holsters

Riding

Mount / dismount any character on any other character

IK

Runtime IK system with stackable processors and weight drivers

Pipelines

Built-in, URP and HDRP

Input

Legacy Input, Unity Input System, mobile joystick, local multiplayer


Genres You Can Build

The controller is not tied to a camera or a perspective. The demo scenes ship examples of all of these:

Genre
What you use

Third-person adventure

Locomotion + Modes + Cinemachine free-look camera

Third-person shooter / soulslike

Strafing, Aim, Lock-On Target, Super Items, Combo Manager

Top-down / isometric

Camera-relative movement, Point & Click, aim to mouse

2.5D platformer

Path Constraint locks the character to a spline or a straight path

Mobile

Mobile joystick, Input Link, performance sleep system

Flight / creature sim

Fly and Glide states with full 3D freedom

Underwater

Swim (surface) and Underwater (full 3D) states with an oxygen Stat

Animal / pet sim

AI Brain, Wander Areas, Waypoints, Interactions, Stats

Horse riding / mounted combat

HAP Riding System, with weapons usable while mounted

Local multiplayer

Input Player Manager, per-player camera and UI scoping

[Insert Image - grid of 6 demo scenes showing different genres]


The Architecture

This is the part that makes everything else possible, and the reason the asset scales with your project instead of fighting it.

Everything Is an Asset

Scriptable Variables

FloatVar, IntVar, BoolVar, StringVar, Vector2Var, Vector3Var, ColorVar, TransformVar, GameObjectVar, MaterialVar, SpriteVar, LayerVar, AudioClipListVar, plus range and list variants.

  • Every component field uses a Reference — flip a toggle to switch between a local constant and a shared asset.

  • Assets fire OnValueChanged, so UI, AI and gameplay react without polling.

  • Listeners and Comparers turn a variable change into a UnityEvent, a Reaction, or a condition with no code.

  • Formula, Lerp, Math and Range helpers operate on variables directly.

  • Save any variable to PlayerPrefs with a single component.

MEvents

Global ScriptableObject events with typed payloads (void, bool, int, float, string, Transform, GameObject, Vector2, Vector3). Listeners subscribe from anywhere in the scene — no FindObjectOfType, no singletons, no coupling between scenes.

Runtime Sets, Hooks & Collections

Self-maintaining lists of live objects: every enemy, every player, every pickup. Objects add and remove themselves on enable/disable. Query them from AI Decisions, Conditions or your own code. Transform Hooks and GameObject Hooks publish a single live object into an asset so anything can find it.

ID Assets

StateID, ModeID, StanceID, StatID, SurfaceID, WeaponID, HolsterID, EquipPointID, ItemActionID, ProjectileID, SuperItemID, IKTag, Tag. Comparisons are integer-fast, references are asset-safe, and renaming never breaks anything.

Reactions

A Reaction is a serialized "do this to that object" module. Drop one into any UnityEvent slot, Zone, Mode, Item Action, AI Task, Animator Behaviour, trigger, or Condition result.

Family
Examples

Animal

Play Mode, Change State, Set Stance, Set Speed, Strafe, Teleport, Add Force, Change Gravity, Align to Ground, Enable/Disable any State, Mode or Stance

Stats

Modify, set, enable/disable, regenerate

Unity

GameObject, Behaviour, Collider, Animator parameter, Rigidbody, Particle System, Audio, Messages, Don't Destroy On Load

Tools

Aim, Align, Look At, Projectile Thrower, IK, Weapon Trail, Tags

Scriptables

Set Bool / Int / Float Var, raise an MEvent

General

Debug, Reposition, and Member Set / Member Get — write or read any public field or property on any component through reflection, with no script

Conditions

The mirror of Reactions. A Condition is a serialized boolean test that can be nested with AND/OR and inverted.

Check states, stances, modes, stats, distances, angles, aim angle, layers, tags, animator parameters, scriptable variables, runtime sets, interactors, input source, random chance — or compare any member on any component through reflection.

Serialized-Reference Modules

[SerializeReference] Polymorphism is used throughout. When you press + on a list, you get a searchable dropdown of every module type in the project — including your own.

Extension point
You get a dropdown of…

Reaction2

every reaction in the project

Conditions2

every condition

IKProcessor / WeightProcessor

every IK behaviour and weight driver

ItemProcessor

every Super Item behaviour

ProjectileMovement

flying, homing, rolling…

ModeModifier

force, dodge, input axis, index by state or condition

MTask / MAIDecision

every AI task and decision

Modules can be copied and pasted between components, and adding your own is one class with one method.

Local Variables & Blackboard

Per-character variables that live on the GameObject instead of in a global asset — for prefab instances, NPC individuality, and AI memory. Edited in a Blackboard inspector, readable by Conditions, Decisions, and Reactions.

Scriptable Architecture

The Character Controller

MAnimal is the core. It is animator-driven, works with Root Motion or non-Root-Motion animations, and holds no hard references to any other Malbers system.

Movement

  • Root Motion, In-Place, or a blend of both — per state, per speed.

  • Additive position and rotation on top of animation, so speed multipliers never desync the animator.

  • Camera-relative, world-relative, or target-relative movement.

  • Strafing — locked to the camera, to an aim target or to a lock-on target, with per-state and per-stance blending weights.

  • Free rotation on all axes for flight and underwater.

  • Rotate-in-place by camera for tight third-person aiming.

  • Sprint, plus an unlimited Speed Set system.

Ground, Slopes & Terrain

  • Ground alignment by raycast or spherecast, with an adjustable check frequency for performance.

  • Front and back Pivots, so a 12-metre dragon and a 20-centimetre frog both align correctly.

  • Max/min walkable slope angles, with automatic slide-down on steep slopes.

  • Step and debris tag handling so small rocks do not stop the character.

  • Moving-platform support, and a Ground Speed Changer to slow the character in mud, sand or shallow water.

Gravity

  • Fully custom gravity direction — walk on walls, ceilings, spheres and planetoids.

  • Gravity Changer volumes and a Global Gravity component.

  • Per-state gravity, gravity multipliers and terminal-velocity clamping.

[Insert Image - gif of a character walking around a small planet / on a ceiling]

Speeds

Speed Sets are assets. Each set holds Speed Modifiers with position, animator, rotation, lerp and acceleration values.

  • Ground, Swim, Fly and any custom set you invent.

  • Change set and index at runtime from a Reaction, Zone, Stat, AI Task, or input.

  • Speed modifiers can be driven by a Stat — stamina-limited sprinting works out of the box.

Multiple Characters

  • Swap between characters at runtime with SwapCharacter.

  • Local multiplayer with per-player input, camera and UI.

  • NPC respawners, simple respawners and checkpoints.

  • An Animal Tracker and sleep system, so off-screen characters cost almost nothing.

🐺Animal Controller

States

States are ScriptableObject assets. You drag them into the character's State list, order them by priority, and they negotiate transitions between themselves. Two characters can share the same Fly asset, or each can keep their own tuned copy.

State
What it gives you

Idle

Idle behaviour, turn in place, idle variations

Locomotion

Walk / trot / run / sprint through the Speed Set system

Fall

Fall damage, fall rays, landing by height, air control

Jump (Root Motion)

Animation-authored arcs, jump profiles per height and speed

Jump (Basic)

Physics-style jump for platformers, variable height, multi-jump

Swim

Surface swimming, water-line alignment, entering and exiting water

Underwater

Full 3D underwater movement with an oxygen Stat and drowning

Fly

Free 3D flight, take-off and landing, banking, dive

Glide

Wing gliding with air currents and descent control

Climb

Free climbing on any tagged surface, with ledge transitions

Ladder

Ladder climbing with automatic top and bottom transitions

Ledge Grab

Hang, shimmy, climb up, drop down

Wall Run

Horizontal wall running with wall-jump

Wall Run Vertical

Vertical wall running

Rail Grind

Grind rails, ziplines and splines

Slide

Slide down slopes, and controlled slides

Death

Death handling, input lockout, events

Death Ragdoll

Ragdoll death with force transferred from the killing blow

[Insert Image - gif strip: fly, underwater, climb, ledge grab, wall run, rail grind]

What every state can do

  • Enable / disable at runtime from a Reaction, Zone, Stat or AI Task.

  • State Profiles — swap a whole set of values at runtime (a "Long Jump" profile, a "Low Gravity" glide profile) with one call.

  • Per-state speed sets, gravity, root motion, IK weights, camera behaviour and input.

  • Enter and exit conditions, cooldowns, "can exit from" lists, priority ordering.

  • Status values, so one state can play many animation variants.

  • Full UnityEvent and Reaction callbacks on enter, exit and every internal transition.

  • Custom states — inherit State, add an [AddTypeMenu] attribute, and it appears in the create menu beside the built-in ones.

🔷States

Modes & Abilities

If states are how the character moves, Modes are what the character does. Attacks, actions, emotes, spells, damage reactions, dodges, blocks, and pick-ups are all Modes.

Each Mode holds a list of Abilities. One Attack1 Mode can hold twenty attack animations; you pick which one plays by index, at random, by condition, or through a combo branch.

Ability behaviour

Ability status
Behaviour

Play One Time

Fire and forget

Hold by Input

Plays while the input is held — charge, aim, block

Hold by Time

Loops for a duration

Toggle

On/off until called again

Mode features

  • Priority system, so a Damage mode interrupts an Attack but not the other way round.

  • Cooldowns, interrupt conditions, enter conditions, exit conditions.

  • Allow or block movement and rotation while playing.

  • Mode Modifiers — add force, dodge displacement, input-driven direction, ability index chosen by state or by condition.

  • Mode Sequences for scripted multi-part actions.

  • Mode Align and Mode Aligner 2 snap the character to a target or a point before the animation plays — perfect climbing, vaults, finishers, and mounting.

  • Charge values for charged attacks and spells.

  • Full event and Reaction callbacks: start, end, interrupted, ability changed.

Ships with

Action, Attack1, Attack1 Air, Attack2, Block, Parry, Damage, Heavy Damage, Knock Back, Dodge, Dash, Pick Up, Magic Spells — plus 35+ ready-made Action IDs: Eat, Drink, Sleep, Sit, Lie, Dig, Smell, Bark, Roar, Push, Vault, Open Door, Open Chest, Pet, Talk, Level Up, Emotions, Shake Hand, Crawl Under, Perching, Stun, Born and more.

Combo Manager

Chain abilities into branching combo trees with input windows, per-branch conditions, and Reactions. Works with Modes and with Super Item actions.

🟩Modes

Stances

Stances are a second layer on top of states — the character's posture. Crouch, Sneak, Combat, Guard, Wounded, Balance, Roll, Smell, Stand, Against Wall.

  • A stance can change speeds, animations, capsule collider size, IK sets and strafing behaviour.

  • Restrict a stance to a list of states, or block other stances while it is active.

  • Cooldowns, persistence, queueing, per-stance strafe blending.

  • Enable and disable at runtime, and drive them from Stats — Wounded when Health is low.

🅾️Stances

Combat & Damage

A complete damage pipeline that works between any two characters, or between a character and the world.

Dealing damage

  • MDamager — the base damage dealer, used by weapons, projectiles, traps and hazards.

  • MAttack Trigger — animation-driven hit detection, with Animator Behaviours that turn colliders on and off on exact frames.

  • Attack Triggers Behaviour — several triggers on one animation: left claw, right claw, tail.

  • Directional damage — a different hit reaction depending on where the hit came from.

  • Critical hits with chance and multiplier, and a miss chance.

  • Damage Elements (fire, ice, poison…) with per-element multipliers and resistances.

Taking damage

  • MDamageable — receives damage, applies it to a Stat, plays a reaction.

  • Damageable Profiles — swap the whole hit-reaction set at runtime: a blocking profile, a stunned profile, an invulnerable profile.

  • Several damageables per character for hit zones — headshots, weak points, armour.

  • Runtime Damageable Sets for team and faction filtering.

Projectiles

  • Pooled projectiles, with a Pouch Manager holding the ammo pool.

  • Pluggable Projectile Movement: Flying (gravity, drag, arcs), Homing (tracking), Rolling (kinematic ground sweep).

  • Impact behaviours including ricochet, stick-to-target and pierce.

  • Projectile Thrower for grenades, rocks and anything you want to lob.

  • Display Trajectory draws the predicted arc before you throw.

  • Surface-aware impact VFX and SFX.

Extras

  • MExplosion with radius falloff and force.

  • Floating damage numbers with per-element colours.

  • Weapon Trails with reusable profiles, driven by Animator Behaviours.

  • Dismember — remove limbs on death or on hit.

  • Fire Breath and magic particle triggers for creature attacks.

[Insert Image - gif: melee combo with weapon trail, floating damage numbers and ragdoll death]

⚔️MDamager

Stats

A general-purpose numeric system used for health, stamina, mana, hunger, thirst, air, durability, ammo, noise, charge, attack, defense, and spread — or anything you invent.

  • Value, min, max, normalized, rounding, immunity, enable/disable.

  • Regeneration and degeneration with delay and rate.

  • Stat Modifiers as assets — reusable "−25 Health", "+10 Stamina over 3s" packages.

  • Events for full, empty, above threshold, below threshold and value changed.

  • Modify Stat components and assets, so anything in the scene can change a stat.

  • Stat Randomizer for NPC variety, and a Stat Unit system for segmented bars — hearts, shield pips.

  • Ready-made Stat Monitor UI and Stat Unit UI.

  • Stats can drive the controller directly: stamina-gated sprinting, air-gated diving, health-gated Wounded stance.

🧡Stats

Super Item System — Weapons, Tools & Equipment

The modern equipment system. Anything a character can hold is a Super Item: swords, shields, bows, rifles, pistols, torches, fishing rods, buckets, crates.

Yes — animals too. Equip Points are just transforms on a skeleton. A dragon can carry a banner, a wolf can hold a torch in its mouth, a horse can pull a wagon.

Structure

Item Processors — build a weapon out of modules

Processor
What it does

Play Mode

Plays a Mode / ability — swing, block, cast

Combo

Advances a combo branch

Charge

Tracks charge time and fires events at thresholds

Projectile

Fires pooled projectiles with spread, force and gravity

Reload

Chamber reloading with interrupt conditions

Damager

Applies damage from an Attack Stat, with criticals, miss and elements

Damageable

Overrides the owner's hit-reaction profile — blocking, parry

Block Actions

Blocks other actions while active

Holster Items

Holsters or draws other items

Interactor

Fires an interaction

Align

Aligns the character to a target

Strafe

Turns strafing on and off

IK

Enables an IK set — grip pose, aim pose

Surface Effect

Spawns surface-aware hit VFX and SFX

Sound / Unity Event / GameObject / Wait

Glue modules

Add your own processor with one class, and it appears in the same dropdown.

What it handles for you

  • Equip, unequip, holster, unholster, drop, pick up and swap.

  • Per-character Item Offsets, so one sword prefab sits correctly in a human hand and a dragon claw.

  • Action Sets that auto-activate on state, stance, mode, target, interaction or equip changes — a bow behaves differently on foot, mounted and while aiming.

  • Dual wielding, two-handed items, shields, blocking and parrying.

  • Pooled ammunition through the Pouch Manager.

  • Conditions and Reactions for everything, so UI and AI stay in sync.

The classic Weapon Manager (MWeapon, MMelee, MShootable, MBow, Holsters, Inventory) is still fully supported and documented for existing projects, with a migration guide.

⚔️Super Item System

Riding System

Any character can ride any other character.

  • Mount and dismount from several mount points, with animated transitions.

  • The rider keeps full control of weapons, aiming, Stats and Modes while mounted.

  • Mount Triggers for call, mount, dismount and links.

  • IK Reins, so hands follow the reins procedurally.

  • Carriage and wagon support — pulling horses and a wagon controller.

  • Works with the AI Brain, so NPCs can mount and ride too.

Riding System (HAP)

IK System

A full runtime IK framework — no third-party plugin required, though it plays well with them.

  • IK Sets hold a list of stackable IK Processors, each with its own weight.

  • Weight Processors drive that weight from anything: animator parameters, curves, states, stances, modes, aim targets, look-at angles or Conditions.

  • Humanoid processors — goal, hint, goal offset, raycast placement, plane placement, foot ground placement, body look-at, bone look-at, bone rotation, height point, target direction, search for tag.

  • Generic (non-humanoid) processors — two-bone IK, quadruped foot placement, follow rotation, generic look-at, rotate around aim.

  • IK Profiles and IK Set Libraries to reuse setups between characters, plus a Remap tool to retarget a set to a new skeleton.

  • Enable and disable sets from Reactions, weapons, states or code.

[Insert Image - gif: foot IK on stairs, aiming hand IK, head look-at]

IK Manager

AI

The AI is built from the same asset architecture — no code, and no separate behaviour-tree package to learn.

Animal Brain

  • AI States are assets. Each holds Tasks (what to do) and Decisions (when to leave).

  • 20+ Tasks: patrol, set destination, move/stop, change speed, play mode, play state, set stance, set strafe, set target, look at, set stat, quick align, play audio, message, invoke event, run a Reaction, wait, chance, random AI state, set var listener, weapon tasks.

  • 23+ Decisions: has arrived, check target, look (line of sight with angle and distance), check state / stance / mode, check stat, compare stats, check zone, check tag, check runtime set, check scriptable var, check var listener, random chance, wait, is task done, AND, OR — and any Condition.

  • Everything is nestable and reusable across characters.

  • AI Animal Control drives movement through the Unity NavMesh, handling slopes, stop distance and height.

  • Waypoints with chained paths, wait times and per-point Reactions.

  • Wander Areas for free-roaming animals.

  • AI Targets, so any object can advertise itself as a destination with a stop distance and arrival events.

  • Follow Target for companions and pets.

  • Point & Click movement for top-down and mobile games.

  • A* Pathfinding Project integration included.

[Insert Image - screenshot of the Animal Brain inspector showing AI States, Tasks and Decisions]

Animal Brain

Interactions & The World

Interactions

  • Interactor on the character, Interactable on the object.

  • Interactions can be automatic, by input, by proximity or by trigger, with cooldowns, limited uses and conditions.

  • Anything can be interactive: doors, chests, levers, NPCs, campfires, fruit on a tree.

Pick Up & Carry

  • Pick Up / Drop — carry crates, barrels, bodies, weapons and quest items, with animated pick-up and drop.

  • Pickable items with automatic or manual collection.

  • Items can be carried in the hands, on the back or on the shoulder.

Zones

Trigger volumes that change the character with no scripting:

  • State Zones — enter water and swim, enter a climbable area, force a fall.

  • Mode Zones — sit on a chair, drink from a trough, open a door.

  • Stance Zones — crouch under an obstacle.

  • Force Zones — wind, updrafts, jump pads, currents, conveyor belts.

  • Conditions, angle limits, character limits, one-shot use, and enter/exit Reactions.

Respawning & Progression

Respawner, NPC Respawner, Simple Respawner, CheckPoints and scene-loading utilities.

Triggers

Trigger Enter / Exit / Proxy / Registry / Target — route physics triggers into Reactions, events and conditions from anywhere in the hierarchy.

🧊Zones

Camera & Input

Camera

  • Cinemachine rigs for CM2 and CM3, ready to drop in.

  • Third-person free-look with a Camera State system — a virtual camera per situation (aim, combat, swim, fly, crouch), switched by Reactions.

  • Third-Person Follow Target and Follow Zoom for shoulder-cam aiming.

  • Aim, Aim Target and Lock On Target for soulslike targeting.

  • Works with any camera you already own — the controller only needs a Transform.

Input

  • MInput — a simple, readable input component you can wire to anything.

  • Full Unity Input System integration through an Input Link, plus legacy input support.

  • Mobile joystick and touch UI included, with a mobile setup guide.

  • Input Player Manager for local multiplayer and split screen.

  • Rewired integration.

  • Any input can be routed to a State, Mode, Stance, Item Action or Reaction from the Inspector.

🎥Cinemachine

Effects, Audio & Surfaces

  • Effect Manager — spawn, parent, delay, pool and time-limit VFX from animations, modes, states or reactions.

  • Animator Event Sounds — play audio from Animator states with pitch and volume ranges, no animation events needed.

  • Steps Manager / Step Trigger — footstep VFX and SFX driven by the feet, with Surface IDs: concrete, flesh, grass, metal, snow, water, wood.

  • Surface Effect assets that map a surface to particles and clips, shared by footsteps, impacts and projectiles.

  • Effect By Material and Sound By Material for terrain-aware feedback.

  • Weapon Trails with reusable profiles.

  • Material Changer, Material Lerp, Object Fader, Blend Shapes with presets, Blink Eyes, and Active Meshes for character customisation and LOD swapping.

Effect Manager

UI

  • Stat Monitor and Stat Unit UI for health bars, stamina bars and segmented hearts.

  • Floating damage numbers.

  • UI Follow Transform, and a grouped version, for world-space nameplates and prompts.

  • Value To String, to bind any scriptable variable to a label.

  • Fade In / Out graphics and Look At Camera billboards.

  • Inventory UI in the Weapon Manager and in the Inventory add-on.


Timeline

  • A Timeline Manager that hands control of a character to a cutscene and gives it back cleanly.

  • A Ground Aligner Playable track, so characters stay glued to the terrain during cinematics.

  • An Animator Move fixer for Root Motion inside Timeline.


The Utilities Toolbox

The things nobody mentions in a trailer, and everybody ends up using.

Tool
What it does

Aligner / Aligner Extended

Smoothly align any transform to any other, with time and curve

Path Constraint + MPath

Lock a character to a straight path or a Unity Spline — 2.5D games

Gravity Changer / Global Gravity

Change gravity direction per volume or globally

Simple Rotator / Translator / Scaler / Transformer

Moving platforms, doors, lifts, spinning hazards

Spline Translator

Move anything along a spline

Transform Animation

Record and replay transform animations as assets

Slow Motion

Global and per-character time scaling

Load Scene

Async scene loading with events

Spawner Grid

Spawn crowds of characters in a grid for stress tests

MLaser

Laser pointer with surface detection

Look At / Aim / Aim Target / Lock On Target

Head and body targeting

Limb / Bone Scaler / Scale Unifier

Fix and vary character proportions

Rebone Mesh

Reattach a skinned mesh to a different skeleton

Dismember

Detach limbs at runtime

Blend Shape / Blend Shape Preset

Drive blend shapes from anything

Active Meshes

Toggle mesh parts for equipment and customisation

Multiple Time Checker

Double-tap, triple-tap and timed input combos

Component Selector

Pick a component from a dropdown in the Inspector

Trigger Proxy / Trigger Registry

Forward child triggers to a parent script

Comment

Leave notes on any GameObject

Gizmo Visualizer / Axis Visualizer

See what your setup is doing in the Scene view

FPS Target / Frame Rate Checker

Performance testing

Game Settings

Quality, resolution and framerate helpers

Reparent / Use Transform / Transform Reactor

Attach and detach objects at runtime

Scriptable Coroutines

Reusable coroutines as assets

Utilities

Editor Tools

Included in the package, and used daily by the asset itself:

  • Malbers Menu — one-click creation of characters, zones, waypoints, wander areas, riders, humans and trigger proxies.

  • Add Mode Animations Window — batch-add animations to a Mode's animator layers.

  • Animator Layer Copier and Animator Behaviour Copier — move layers and behaviours between controllers without losing transitions.

  • FBX Curve Editor — edit animation curves on imported FBX clips.

  • Animation Unhide Tool — recover animations hidden inside FBX files.

  • Create Custom State — generates a new state script from a template.

  • ID Window — see every ID asset in the project and spot duplicates.

  • Copy / Paste Serialized Reference — move reaction, condition and processor modules between components.

  • Missing Managed Reference Cleaner — repair broken [SerializeReference] data after refactors.

  • Scene Editor Manager, Albedo Exporter, Blend Shape Editor, Material Changer Editor, Transform Animation Editor, a Find Bone context menu and a Vector3 context menu.

  • Custom inspectors on every major component, with searchable enum popups, min/max sliders, foldout groups and inline asset editing.


Performance

  • Animal Tracker and a sleep system: characters far from the player stop updating.

  • Adjustable ground-check frequency.

  • Batched aim processing for large crowds.

  • Object pooling for projectiles, effects and ammunition.

  • Animator parameters cached as integer hashes — no string lookups anywhere.

  • Runtime Sets replace Find calls across the whole framework.

📱Mobile Setup Guide

Integrations

Included integration packages and guides for Unity Input System, Rewired, A* Pathfinding Project, Invector Templates, Opsive Ultimate Character Controller, Ootii Motion Controller, Game Creator, Game Kit Controller, Horse Animset Pro, and the Malbers Inventory and QuestForge add-ons.

Render pipelines: Built-in, URP and HDRP, with one-click upgrade guides.

🗃️Integrations

For Programmers

Nothing is locked. Every system has a documented extension point, and extending it means writing one small class — never modifying the controller.

Want to add…
Inherit from

A new movement state

State

A new AI task

MTask

A new AI decision

MAIDecision

A new reaction

Reaction2

A new condition

ConditionCore

A new IK behaviour

IKProcessor

A new IK weight driver

WeightProcessor

A new item behaviour

ItemProcessor

A new projectile motion

ProjectileMovement

A new mode modifier

ModeModifier

Plus a documented interface layer — IObjectCore, IMAnimator, IGravity, IAIControl, IAim, IAlign, IInteractable, IInteractor, IWayPoint, IAITarget, IProjectile, IPoolGameObject — so you can swap in your own implementations without touching the source.

Interfaces

Where to Start

QuickStartMain Components🧐How to: Animal Controller

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