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
  • Setup
  • Input Setup

Was this helpful?

Hotbar

PreviousUI Manager

Last updated 3 months ago

Was this helpful?

The hotbar is a typical hotbar that you might find in various RPG games in order to quickly use the different items. Weapons would get quickly equipped, items quickly used etc.

Setup

In order to setup the hotbar it's very simple. Make sure you have the pre-requisites set up first.

  1. Make sure you have the HotbarBackground gameobject as a child of the InventoryReworkUI Prefab and inside of there on the BackgroundPanel, there is the Hotbar Manager script which should have the Player set to the "Player" Transform Var:

  2. Ensure that the BackgroundPanel has HotbarSlotPrefabs as children of it and each one has a Hotbar Slot component which is setup as per:

Once that's all checked, you'll need to set your items up to be able to use the hotbar as per:

By default, there are two actions for the hotbar:

  • Weapons/Armour get equipped/unequipped

  • General Items get used. e.g. 1 taken away each time you use it like eating an apple.

Once that is done, you can test this - go into play mode, and drag an item like an Apple from its slot to the hotbar slot down at the bottom of the screen. It should set it. Now come out of play mode as we now need to connect the inputs.

Input Setup

Once the above is complete, you can setup the inputs as follows:

You need to create an input for each slot. The format is: HotbarManager.UseHotbarSlot(int index)

The int is the number of the slot that is being used.

Note - the number will start at 0 as it's an index of a list. E.g. Slot 1 = 0. Slot 2 = 1, Slot 3 = 2. Slot 4 = 3 etc.

And that's it!