Animal Controller
📥 Integrations📑 Changelog✅Social
  • 🤝Welcome to Malbers Animations Assets
  • 🌐Discover all my Assets
  • 💫What's New
  • 🌀Upcoming assets
  • 📋Changelog
  • ↗️Upcoming Changelog
  • 🛣️Road Map
  • ✍️End User Licence Agreement
  • 🌟Features
  • Improve Performance Tricks
  • 😓Know Limitations so far
  • 📥Downloads
  • QuickStart
    • 📖Guide to use All Malbers Assets with (AC)
    • 🔼Upgrade to URP
    • 🔼Upgrade to HDRP
    • 💔Common Issues
    • 🔔Tips and Tricks
  • Guides and Tutorials
  • 📺YouTube Tutorials
    • 📺Video Tutorials (On Queue)
  • 📱Mobile Setup Guide
    • Mobile Joystick
  • 🧐How to: Animal Controller
    • 🔹Play a Mode while Moving
    • 🔹Create and configure a new mode
    • 🔊Adding Sound Effects
    • 🔹Rebone Mesh Tutorial (Skin Mesh is Missing)
    • 🔹Add Movement with Non RootMotion Animations
    • 🔹Fetch a ball
    • 🔹Set up Timeline
    • 🔹Make Animal flee when see the animal Player
    • 🔹Animal Controller for Humanoids
    • Create a Shootable Weapon From Scratch
    • ⚔️How to Fix weapons offset and values (Bow, Pistol)
    • ✨Add a Effect to the Effect Manager
    • 🕹️Connect Inputs to the Controller
    • Modify the controller with a Stat
    • Use the Modify Stat Component
    • 📡Use a MEvent and MEvent Listeners
    • 💎Change from Faceted to Smooth poly art Animals
    • ⁉️Listen when an Mode starts or ends
  • 🐎How to: Horse Animset Pro
    • 🐴Call the Mount
    • 🤠Change Meshes for the Rider
    • 🏇Make any animal mountable
  • 🕺Strafing
  • Main Components
    • 🐺MAnimal Controller
      • General
        • Pivots
      • Speeds
      • 🔷States
        • 🕴️Idle
        • 🏃‍♂️Locomotion
        • 🌠Fall
        • 🤾‍♀️Basic Jump
        • 🤾‍♂️Root Motion Jump
        • 🐟Swim
        • 🐊UnderWater
        • 🧗‍♂️Climb
        • 🧗‍♂️Ledge Grab
        • 🦅Fly
        • 🪂Glide
        • 🧗Wall Run
        • 🧗Wall Run Vertical
        • ⛷️Slide
        • ☠️Death
        • ☠️Death Ragdoll
        • 🆕Creating a new State
      • 🟩Modes
        • 🟩Mode Behavior
        • 🟩Mode Sequence
      • 🅾️Stances
      • Advanced
      • Animal Modifiers
      • Events
      • Debug
      • Animal Animator Behaviors
      • Methods and Properties
    • 🎮Malbers Input & MInput
      • Methods and Properties
    • 🤖AI
      • AI Animal Control
      • MWayPoint
      • Wander Area
      • AI Target
      • Animal Brain
        • AI States
        • Tasks
          • General - Chance
          • General - Empty
          • General - Invoke Event
          • General - Send Message
          • General - Play Audio
          • General - Quick Align
          • General - Reaction
          • General - Set Look At Aim
          • General - Set Stat
          • General - Wait
          • Animal - Set Speed
          • Animal - Play Mode
          • Animal - Set/Play State
          • Animal - Set Stance
          • Animal - Set Strafe
          • Movement - Move Stop
          • Movement - Patrol
          • Movement - Set Destination
          • Movement - Set Target
          • Variables - Set Var Listener
          • Weapons - Weapon Tasks
        • Decisions
          • General - AND
          • General - Check Stat
          • General - Compare Stats
          • General - Look
          • General - OR
          • General - Is Task Done?
          • General - Wait
          • Movement - Has Arrived
          • Movement - Check Target
          • Animal - Check Mode
          • Animal - Check Stance
          • Animal - Check State
          • Variables - Check Scriptable Variable
          • Variables - Check Transform Var
          • Variables - Check Var Listener
          • Runtime Set - Is Target in Runtime Set
      • 📌Point Click
    • 🧨Reactions
    • 📶Combo Manager
    • ⚔️Weapon Manager
      • 🛡️MWeapon [General] Properties
      • 🛡️MWeapon [Damage] Properties
      • 🛡️MWeapon [IK] Properties
      • ⚔️MMelee
      • 🔫MShooteable
      • 🏹Bow
    • 〰️Path Constraint
      • 〰️MPath
      • 〰️Path Link (Straight)
      • 〰️Path Link (Cinemachine Path)
      • 〰️Path Creator(Sebastian Lague)
    • Speed Ground Changer
  • Scriptable Architecture
    • 💠Scriptables
      • 🔹Bool Var
      • 🔹Int Var
      • 🔹Float Var
      • 🔹String Var
      • 🔹ValueToString
      • 🔢Variable Listeners & Comparers
      • 🔰IDs
      • 🎫Tags
      • 🪝Transform Hook
      • 📣MEvents
      • 📣MEvent Listener
      • 📦Runtime gameobjects
    • 🔤MLocal Variables
  • Secondary Components
    • ⚔️MDamager
      • 🐾MAttack Trigger
      • 🐾Attack Trigger Behavior
      • 🏉MProjectile
      • 🏹Projectile Thrower
      • 🤯MExplosion
    • 🤕MDamageable
    • 🧊Zones
      • Public Methods
    • ✊Pick Up - Drop
    • ✊Pickable
    • 🚩Respawner
    • 🚩Respawner NPC
    • 🚩Simple Respawner
    • 🏁CheckPoint
    • IK Manager
      • IK Processors
      • Weight Processors
  • Global Components
    • 🧡Stats
      • 🔸Stat Modifier
      • 🔸Modify Stat <Component>
      • 🔸Modify Stat <Asset>
      • 👨‍💻Public Methods
    • Animator Behaviours
      • Message Behaviour
      • Random Behaviour
      • Is Kinematic Behaviour
      • Sound Behaviour
      • Rigid Constraint Behaviour
    • 🟩Trigger Proxy
    • 🔌Interactable
    • ⚡Interactor
    • ⁉️Conditions
    • 🎥Free Look Camera
    • 🎥Cinemachine
    • UI
      • Unity Utils
  • Riding System (HAP)
    • Horse Animset Pro (HAP) Riding System
    • The Art of (HAP)
    • Mount
      • Methods and Properties
    • MRider
      • Methods and Properties
    • Mount Triggers
    • Mount Points
  • Utilities
    • Material Changer
    • Active Meshes
    • Effect Manager
    • Effect Behavior
    • Animator Event Sounds
    • Blend Shapes
      • Blend Shape Preset
    • Look At
    • 🏹Aim
    • 🎯Aim Target
    • 🎯Lock On Target
    • 🐾Steps Manager
    • 🐾Step Trigger
    • 🔗Mode Align
    • 🔗Aligner
    • Component Selector
    • MAnimalAnimatorSync
    • Multiple Time Checker
    • MAnimalAnimatorSync
  • Annex
    • 🗃️Integrations
      • General HAP Integration
      • Rewired
      • Invector Templates
        • Invector Weapon Settings
      • Animals Controller + Invector
      • Ootii's Motion Controller
      • Opsive Ultimate Character Controller (UCC 3.03)
      • Opsive Ultimate Character Controller (UCC 3.08) Generic
      • AStar Pathfinding
      • Unity Input System (NEW)
        • New Input Link [Old Versions]
      • Game Creator
      • Game Kit Controller
    • Contact
    • 🤔FAQ
    • Refund Policy
  • Games using Malbers Animations
  • Interfaces
    • IAITarget
    • IWayPoint
    • IAIControl
    • IAim
    • IAlign
    • IGravity
    • IInteractor
  • ULTIMATE SELECTOR
    • Overview
    • Selector Manager
    • Selector Editor
    • Selector Controller
    • Selector Item
    • Selector UI
    • Selector Data
    • Changelog (Selector)
  • 🎒Malbers Inventory Add-On
    • Overview
      • Compatibility Matrix
      • Roadmap
      • Update Notes
  • Updating from v1.1.1 to v1.2 Instructions
  • Basic Setup Instructions
    • Creating a new Item
      • Adding Buffs/Debuffs to Items
      • Setting up Item Reactions
      • Custom Rarities
    • Setting up Item/Inventory Types
    • Set up the Pick/Drop Component
    • Setting up the Notifications
    • Setting up the Item Info panel
  • Inventory Set
    • Events
  • Inventory Master
  • Notification Manager
    • Notification Child
    • Events
  • Save/Load System
  • Item Spawner
  • Storage Chests
    • Chest Inventory
    • Chest Inventory UI
  • Using Armour
  • Shop System
    • Shop
    • Shop UI Manager
  • Cooking System
    • Create a new Recipe
  • UI Manager
  • Hotbar
Powered by GitBook
On this page
  • Overview
  • How to use it
  • Methods
  • void Time_Freeze(bool value)
  • void Time_Scale(float value)
  • void DestroyMe(float time)
  • void DestroyMe()
  • void DestroyMeNextFrame()
  • void DestroyGameObject(GameObject value)
  • void DestroyComponent(Component value)
  • void Reset_GameObject(GameObject value)
  • void Reset_Monobehaviour(MonoBehaviour value)
  • void GameObjectHide(float time)
  • void Parent(Transform, GameObject, Component value)
  • void Parent_Local(Transform, GameObject, Component value)
  • void Unparent(Transform, GameObject, Component value)
  • void RandomRotateAroundX()
  • void RandomRotateAroundY()
  • void RandomRotateAroundZ()
  • void Behaviour_Enable(int index)
  • void Behaviour_Disable(int index)
  • void Dont_Destroy_On_Load(GameObject value)
  • void Load_Scene_Additive(string value)
  • void Load_Scene(string value)
  • void Rotation_Reset()
  • void Position_Reset()
  • void Rotation_Reset(GameObject,Transform value)
  • void Position_Reset(GameObject,Transform value)
  • void Instantiate(GameObject value)
  • void InstantiateAndParent(GameObject value)
  • void ShowCursor(bool value)

Was this helpful?

  1. Global Components
  2. UI

Unity Utils

PreviousUINextHorse Animset Pro (HAP) Riding System

Last updated 3 years ago

Was this helpful?

Overview

Use this component to execute simple unity logics such as Parent, Instantiate, Destroy, Disable. Use it via Unity Events

How to use it

You can use this component methods via Unity Events in the inspector. Use it every time you need to Instantiate, Destroy, Parent or do any simple unity logics.

Methods

void Time_Freeze(bool value)

If true, it sets Time.timeScale = 0. If false, it sets Time.timeScale = 1

void Time_Scale(float value)

Sets Time.timeScale = value

void DestroyMe(float time)

Destroys the gameobject that holds the UnityUtils component after a given time.

void DestroyMe()

Destroys the gameobject that holds the UnityUtils component.

void DestroyMeNextFrame()

Destroys the gameobject that holds the UnityUtils component in the next frame.

void DestroyGameObject(GameObject value)

Destroys a GameObject.

void DestroyComponent(Component value)

Destroys a Component.

void Reset_GameObject(GameObject value)

Disables a GameObject, and enables it back in the next frame.

void Reset_Monobehaviour(MonoBehaviour value)

Disables a Monobehaviour, and enables it back in the next frame.

void GameObjectHide(float time)

Hides the gameobject that holds the UnityUtils component after a given time.

void Parent(Transform, GameObject, Component value)

Parents the gameobject that holds the component to the given transform or gameobject.

void Parent_Local(Transform, GameObject, Component value)

Unparents the given transform or gameobject, and it sets the Local Position and rotation to Zero.

void Unparent(Transform, GameObject, Component value)

Unparents the given transform or gameobject.

void RandomRotateAroundX()

Rotates randomly on the X axis the gameobject that holds the UnityUtils component.

void RandomRotateAroundY()

Rotates randomly on the Y axis the gameobject that holds the UnityUtils component.

void RandomRotateAroundZ()

Rotates randomly on the Z axis the gameobject that holds the UnityUtils component.

void Behaviour_Enable(int index)

Enables a behaviour on a gameobject using its index of all the behaviours attached to the gameobject. Useful when they're duplicated components in a same gameobject.

void Behaviour_Disable(int index)

Disables a behaviour on a gameobject using its index of all the behaviours attached to the gameobject. Useful when they're duplicated components in a same gameobject.

void Dont_Destroy_On_Load(GameObject value)

Adds a gameobject to the DontDestroyOnLoad logic.

void Load_Scene_Additive(string value)

Loads an additively new scene.

void Load_Scene(string value)

Loads a new scene.

void Rotation_Reset()

Resets the Local Rotation of the transform that holds this UnityUtils component.

void Position_Reset()

Resets the Local Position of the transform that holds this UnityUtils component.

void Rotation_Reset(GameObject,Transform value)

Resets the Local Rotation of a gameobject or transform.

void Position_Reset(GameObject,Transform value)

Resets the Local Position of a gameobject or transform.

void Instantiate(GameObject value)

Instantiates a GameObject in the position of the transform that holds this UnityUtils component.

void InstantiateAndParent(GameObject value)

Instantiates a GameObject in the position of the transform that holds this UnityUtils component. It also parents the new instantiated gameobject to the transform that holds this UnityUtils component.

void ShowCursor(bool value)

Shows/Hides the Cursor.