Animal Controller
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  • 🧐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
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    • 🎮Malbers Input & MInput
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    • 🤖AI
      • AI Animal Control
      • MWayPoint
      • Wander Area
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          • General - Chance
          • General - Empty
          • General - Invoke Event
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          • 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
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    • ⚔️MDamager
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    • 🧡Stats
      • 🔸Stat Modifier
      • 🔸Modify Stat <Component>
      • 🔸Modify Stat <Asset>
      • 👨‍💻Public Methods
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      • Unity Utils
  • Riding System (HAP)
    • Horse Animset Pro (HAP) Riding System
    • The Art of (HAP)
    • Mount
      • Methods and Properties
    • MRider
      • Methods and Properties
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      • Blend Shape Preset
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    • 🔗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
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        • New Input Link [Old Versions]
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  • Updating from v1.1.1 to v1.2 Instructions
  • Basic Setup Instructions
    • Creating a new Item
      • Adding Buffs/Debuffs to Items
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On this page
  • Overview
  • References Section
  • Animator
  • RigidBody
  • Main Camera
  • Aimer
  • Free Movement Section
  • Rotator
  • Root Bone
  • Lock Inputs Section
  • Sleep
  • Lock Input
  • Lock Movement
  • Lock Forward
  • Lock Horizontal
  • Lock UpDown
  • Required Animator Parameters
  • Optional Animator Parameters
  • Extras Section
  • Type

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  1. Main Components
  2. MAnimal Controller

Advanced

PreviousStancesNextAnimal Modifiers

Last updated 4 months ago

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Overview

References Section

Animator

Reference for the Animator component of the Animal

RigidBody

Reference for the Rigidbody component of the Animal

Main Camera

Reference for the Main Camera

Aimer

Reference for the aimer component (if being used)

Free Movement Section

Rotator

Reference for the rotator gameobject. Used to add extra rotations to the character when gliding etc.

Root Bone

Bone to identify the Main Root Bone of the animal. Mainly used for Timeline and Flying animals.

Lock Inputs Section

Sleep

Allows you to disable the controller without disabling the component

Lock Input

Disable all the Mode/State Inputs. E.g (Jump, Fly, Attacks, Actions)

Lock Movement

Disable the Movement Input. Horizontal, vertical and UpDown axis Inputs.

Lock Forward

Sets to Zero the Z on the movement Axis when this is set to true.

Lock Horizontal

Sets to Zero the X on the Movement Axis when this is set to true

Lock UpDown

Sets to Zero the Y on the Movement Axis when this is set to true

Required Animator Parameters

A list of all the Required Animator Paramaters.

Hover over each one to find out what they are for!

Optional Animator Parameters

A list of all optional animator parameters.

Hover over each one to find out what they are for!

Extras Section

Type

Allows the Animal to have an ID for Additive Pose Fixing

This is required for States like and

🐺
Fly
Underwater Swimming