> For the complete documentation index, see [llms.txt](https://malbersanimations.gitbook.io/animal-controller/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://malbersanimations.gitbook.io/animal-controller/how-to-ac/add-a-effect-to-the-effect-manager.md).

# Add an Effect to the Effect Manager

Let's create a quick sample that shows how to add a new **Effect** to the Controller.

For example: We want to create a Ring of dust when the [**Little Dragon Tiger**](https://assetstore.unity.com/packages/3d/characters/creatures/64248?aid=1100lHT6) Jumps in place.

![Little Dragon Tiger](/files/-LzrffXSqYztgsZryTAy)

* Select any character you want to add the Effect. In this Sample we will use the LD Tiger.
* If the character does not have an [**Effect Manager**](/animal-controller/utilities/effect-manager.md) component, then we add it:

![](/files/-Lzm25BD2BdkhXUOmPSH)

* Add a new Effect to the [Effect Manager](/animal-controller/utilities/effect-manager.md), Rename it *"Jump Dust"* and give it an **ID** of **50**

![](/files/-Lzrs4HXk5HQ2fs08HoV)

* Select the new Created Effect to show its properties:

![](/files/-Lznu-cARtY_ECV5UGyv)

* On the Effect Field ... lets select one of the already made Prefabs.. "**Dust Ring**"

![](/files/-Lzo5U80s_SKUFFfXLfp)

* Set the [**Life**](/animal-controller/utilities/effect-manager.md#life) Parameter to **4**. This will Destroy the Instantiated Dust Ring After 4 Seconds.

![](/files/-LzoBMuVzJSUn30bRXF3)

* On the Parent Group, Drag the Root Gameobject of your Character to the [**Root Field**](/animal-controller/utilities/effect-manager.md#root).

![](/files/-LzoBvlr5WhIkxBjzyUL)

{% hint style="info" %}
This will Instantiate the Dust Ring Effect in the Same Position as the Root Gameobject
{% endhint %}

* Set [**Use Rotation**](/animal-controller/utilities/effect-manager.md#use-root-rotation) and [**Is Child**](/animal-controller/utilities/effect-manager.md#is-child) to **False,** that way the Effect won't be child of the Parent Object and it will keep its original rotation instead of the Parent's rotation
* Now we need to call the Event when the Little Dragon Jump. Go to the Animator Controller of the Character and search for the Jump State Machine.

![](/files/-LzrgMUo1HVyITBg8-ej)

![](/files/-LzrgdF0cxcwokVFWAkR)

* Select the first starting jump animation of the Little Dragon and add a new `EffectBehaviour`

<figure><img src="/files/5VhQzyTbUsBBI2S4e3Bw" alt=""><figcaption></figcaption></figure>

* On the **On Enter (Time = 0)** Set a new Play Effect with the Value of **50.**

<figure><img src="/files/xXCB9fSCvRw2A9zbD129" alt=""><figcaption></figcaption></figure>

**And that should be it!**

**Now every time the Little Dragon Jumps it will leave a Ring dust Effect:**

![Dust Ring when the Little Dragon plays the "Jump in Place" Animation](/files/-Lzrvn7TKCaFsOv004BD)
