🌟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.
At a Glance
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:
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
PlayerPrefswith 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.
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.
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.
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.
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.
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.
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
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.
🟩ModesStances
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.
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]
⚔️MDamagerStats
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.
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.
Structure
Item Processors — build a weapon out of modules
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 SystemRiding 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.
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 ManagerAI
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.
Navigation & targeting
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 BrainInteractions & 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.
🧊ZonesCamera & 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.
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.
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.
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
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
Findcalls across the whole framework.
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.
🗃️IntegrationsFor Programmers
Nothing is locked. Every system has a documented extension point, and extending it means writing one small class — never modifying the controller.
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.
Where to Start
QuickStartMain Components🧐How to: Animal ControllerLast updated