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 it works
  • Creating the State
  • Priority
  • Requirements
  • Activation
  • Input
  • Zones
  • Animal Reaction
  • Public Method
  • Exit Conditions
  • Animator
  • Jump Sub-State Machine
  • Core Animation
  • Exit Transitions
  • One Jump
  • Multiple Jumps
  • Jump Parameters
  • Wait for Animation
  • Jumps
  • Jump Pressed
  • Jump Pressed Lerp
  • Air Control
  • Air Smooth
  • Air Rotation
  • Air Movement
  • Reset Jump States
  • Jump Profiles
  • Name
  • Last State
  • Vertical Speed
  • Jump Time
  • Height
  • Gravity Power
  • Start Gravity Time

Was this helpful?

  1. Main Components
  2. MAnimal Controller
  3. States

Basic Jump

PreviousFallNextRoot Motion Jump

Last updated 7 months ago

Was this helpful?

Overview

The Jump state is in charge of allowing the character to Jump. Its State is 2. This State uses forces applied to the Rigid Body to make the character jump.

It does not require RootMotion Animations.

Here's the difference between the Basic Jump and the RootMotion Jump

Basic Jump goes to Fall Root Motion Jump finishes the animation

The Basic Jump will transition directly to the state when the has elapsed. It does not require End Jump Animations.

The RootMotion Jump is more complex and it needs Start - Middle and End Jump Animations.

Use Basic Jump if just have just Jump and Fall Animations.

How it works

When the states get activated. A force will be applied to the character for a certain time using all the Jump Profile Properties. Gravity will be applied too at the same time.

The Forward Speed will be inherited from the last state the animal was playing.

Once the Jump time has elapsed, it will transition directly to the Fall State.. there's no End Jump Animation involved.

Creating the State

To create a new Basic Jump State Click the Plus button on the States list.

Or duplicate any of the already created Basic States Assets of any animal you own and drag it to the States List.

Priority

The Basic Jump State cannot be interrupted by any state when it is on the Jump Time. Meaning when it's applying the vertical force, no other state can be activated.

Requirements

The Basic Jump State does not require extra gameobjects, pivots, or internal animal configuration. Just an animation to be used as Jump.

Activation

The state does not have an automatic activation, but they are several ways to activate the state:

Input

The state can be used when the Jump input is Pressed Down.

This will be connected automatically with the state Input value (by default is set to "Jump")

Zones

Entering a Jump Zone can activate the Jump state.

Animal Reaction

Public Method

To activate the Jump State via script call the method:

Animal.State_Activate(2) or Animal.State_Activate(StateEnum.Jump)

Exit Conditions

Through code, the exit conditions will be executed to check if the State can exit. In the case of this state, the conditions are:

Animator

The Jump state requires the Animation States that are in charge of the Jump Logic.

Jump Sub-State Machine

The Sub-State Machine [Jump] has Enter and Exit Transitions

The exit transition is the same as all the other states. No conditions are needed.

Core Animation

All States have a core animation, on which the animal will stay while the state is active. In case of Jump will be the Jump Animation State.

This core animation must be always tagged just like the Name of the State ID.

Exit Transitions

The condition for exiting the jump animations is State Not equal to 2. Which means the Active State is no longer the Jump State (2)

If you have multiple jumps, all exit transitions must be the same.

One Jump

Most of the time your character will have only one Jump. In that case you can simply add one Animation State with the Jump Animation.

Multiple Jumps

This value will be set on the State Status parameter on the Animator

The Jump Count will be set starting on Zero:

First Jump the State Status is Zero, Second Jump will be 1 Third Jump will be 2, and so on.

The order of the Transitions are also very important. They should be ordered by the Number of the Jump first, and then by the Vertical Speed.

Jump Parameters

Wait for Animation

This parameter is used to delay the Activation of the Jump logic, by waiting for the animation proper time.

When this parameter is set to true, the Animation will notify the Jump State when to start applying the force to the animal to make the Jump. This is useful when you have animations with a bit of anticipation time.

To notify the Jump State, Add the Message Behaviour to the Animation with the message ActivateJump()

Wait For Animation: ON Wait For Animation: OFF

Jumps

Jump Pressed

True: The Jump Force will be applied only when the Input is Pressed down.

False: The jump will have the same height. Pressing or Releasing the Input won't affect the Jump Force.

Jump Pressed: ON Jump Pressed: OFF

Jump Pressed Lerp

Smooth value to remove the Height when the Input is released, if Jump Pressed in ON.

Air Control

The animal can be controlled while is on the Air. Use this value works together with the Fall State Air Control Parameter.

Air Control: ON (Jump and Fall) Air Control: OFF (Jump and Fall)

Air Smooth

Lerp value to control the animal while is on the air. Higher values, more responsiveness

Air Rotation

Additional Rotation Speed while Jumping

Air Movement

Additional Position Speed while Jumping

Reset Jump States

Which States will reset the Jump Count, when the animal has multiple jumps. Internally Idle and Locomotion will reset the Jumps. So it can perform multiple jumps again.

Jump Profiles

Jump Profiles are use to have different Jump movement when the animal is on a different vertical speed or state.

E.g. the Height and Forward Movement of Jumping in Place can be different if the Animal is Jumping while Running

Combining the values on the Profile you will get different types of jumps.

Name

Name of the jump profile.

Last State

Condition to activate the Jump profile. Checks if the Animal was on the require state to activate the jump profile. Use this to have different Jumps for the Animal when is swimming, grounded

If is set to None, the States won't be checked to activate the profiles..

Vertical Speed

It will check which Vertical Speed the animal is currently on to activate a profile.

Jump Time

Time to apply the Force on the Jump. This time will be used to Keep the State active and working. When the Jump time has elapsed, new states can be activated.

Height

Amount of vertical force to apply to the animal when its on the Jump Time.

Gravity Power

Custom gravity force to apply to the animal when its on the Jump Time.

Start Gravity Time

It will increase the gravity force using the time to calculate the gravity... greater values higher gravity force.

To achieve the different types of jump you will need to combine the until you get the desired results.

Basic Jump
Profile Values
Basic Jump
Profile Values
Basic Jump
Profile Values

The state should have a higher priority than , and but below since the animal can be killed at any time.

When the animal is in this state, all the Lower priorities states are ignored until the for this state are fulfilled.

Animal Reactions can be used to activate the state. Check

has elapsed since the state was activated.

Jump height, time and power are set on the

Character can perform multiple Jumps my increasing the parameter

Amount of Jumps the character can perform. If you want different animations for each new Jump, use the State Status Parameter on the Animator to transition to each animation. .

Animation
Profile
Animation
Profile
Animation
Profile
🐺
🔷
🤾‍♀️
Idle
Locomotion,
Death
Reactions
Profile Jump values
exit conditions
Jump time
Jump State parameters
Jumps
Check Multiple Jumps

Vertical Speed: 0 Jump Time: 0.4 Height: 14 Gravity Power: 4 Start Gravity Time: 25

Vertical Speed: 0 Jump Time: 0.2 Height: 6 Gravity Power: 4 Start Gravity Time: 0

Vertical Speed: 1.9 Jump Time: 0.3 Height: 4 Gravity Power: 1 Start Gravity Time: 0

Vertical Speed: 0 Jump Time: 0.4 Height: 14 Gravity Power: 4 Start Gravity Time: 25

Vertical Speed: 0 Jump Time: 0.2 Height: 6 Gravity Power: 4 Start Gravity Time: 0

Vertical Speed: 1.9 Jump Time: 0.3 Height: 4 Gravity Power: 1 Start Gravity Time: 0

Fall
Jump time

ID
Steve uses Basic Jump since it does not have End Jump Animations.. just Jump and Fall Animations.
The Enter Transition Condition is State = 2 (ID)
Enter Transition
Free Fox from the Assets store with an one Jump.
Jump Count First, Vertical Speed next. Values ordered from High to Low.
In Place Jump height is higher than Running Jump height.