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
  • General
  • Holsters and External
  • Use Holsters
  • Use External
  • AC Animal Controller
  • Events
  • Inputs
  • Holster Inputs
  • Advanced
  • Animator
  • Debug

Was this helpful?

  1. Main Components

Weapon Manager

1.4.4

PreviousCombo ManagerNextMWeapon [General] Properties

Last updated 11 months ago

Was this helpful?

Overview

This component manages all the weapons of the character

It controls features like store/draw - equip/unequip weapons that you want to use while riding or grounded and allows attacking with them. In order for the weapons to get recognized by the Weapon Manager component, they need to have any of the MWeapons components provided.

  • MMelee for Melee weapons

  • MShootable for projectile weapons

  • MBow for Bow

These weapons will provide core data to activate Modes in the Animal Controller.


General

Start Weapon

Set a weapon on this parameter to let the character start with a weapon already equipped.

Ignore Draw

Ignores the Draw | Unsheathe animations and equips the weapon instantly

Ignore Store

Ignores the Store | Sheathe animations and unequips the weapon instantly

Store After

The weapon will be automatically stored after a given time if that weapon has not been used. Use this if you are using the Instant weapon Equip/Attack method (Assasin Creed's Style)

Weapon Hand Equip Points (Left and Right)

Transform References for the Right and Left Hands of the Character. The weapons will be parented to any of these Transforms when are equipped. Right-handed weapons will be parented to the right hand, and left-handed weapons to the left hand.

Ignore Hand Offset

When parenting the Weapon to any of the Equip points, the Weapon offsets value will be ignored.


Holsters and External

You can change between Use Holsters and Use External.

Use Holsters will get the weapons received and parented to an internal holster inside the character

Use External will equip directly the given weapon in the character's hands.


Use Holsters

When you set the Weapon Manager to use Holsters, the weapons will use the Holster ID parameter to check where the weapons are going to be stored in the Character.

E.g. If a Sword has and Holders ID equal to [Left Holster], when that sword is picked up, it will be stored in that holster Slot Transforms.

Holsters ID also works as the Animator Value to play the correct sheathe and unsheathe animations when equipping/unequipping a weapon

Holster Time

This will smoothly parent a weapon from the holster to the Hand and vice versa.

Set it to zero to instantly parent the weapon.

Holster ID List

Add all the holsters your character is going to use.

Holster ID

ID value used to Identify the holster in the Weapon and in the Weapon Manager, to parent the weapon to the correct holster.

By default, there are 5 Holsters Created. You can create more by just duplicating any of the holsters created. Just make sure the ID value does not repeat.

The value is also used on the Weapon Manager Animator Transitions. the ID Value and the Draw/Store Weapon Actions are combined to identify which animation will be played.

E.g. Storing a weapon with a Right Hand, to the Left Holster, uses the Transition conditions: Mode = 98001; LeftHand = false.

StoreID [98]*1000 + Left HosterID[1] = 98001 . (Its the same formula used to Play Modes)

Weapon

You can add a weapon to a holster, so the character starts with a weapon on the holster in Play Mode. Just make sure the weapon set on the holster has matching IDs. (Sword with Left Hoster ID must be equipped on the Left Holster).

Input

Input Value set to automatically connect the Input to Unsheathing/Sheathing a weapon from a holster. (In the Demo Scenes you can draw/store weapons using [4] key for the left holster )

Slot List

These are Transform references to parent the weapon on a Holster. A holster can have more than one slot. Meaning that weapons using the same holster can be parented to different slots.

E.g. The Sword and the Spear share the same Holster (Left Holster) but the sword is parented to the Hip Slot, and the Spear is parented to the Back Slot.


Use External

This option will equip directly the given weapon in the character's hands.

Use this option if you don't want the weapons to be resting in the character, they will be instantiated directly on the hands.

This is also used for external integrations that already have their own weapon system (Invector)

Instantiate On Equip

When the weapon is added to the weapon manager using Equip_External(GameObject) it wil instantiate the weapon if its a prefab

Destroy On Unequip

When the current active weapon is unequipped the weapon will be destroyed. When using an external system that already destroys or hide the weapon, Disable this option.


AC Animal Controller

All the related animal controller parameters are configured in this tab.

Animal

Reference to the Animal Component

Mode [Draw Weapon]

Which Mode is set to Draw/Unsheathe weapons

Mode [Store Weapon]

Which Mode is set to Store/Sheathe weapons

Mode [Unharmed]

Which Mode is set to unharmed attacks (Default attacks)

Combo Manager

Reference for the Combo Manager Component

Disable Modes

When a weapon is equipped, Modes on this list are going to be disabled

Exit on States

When a weapon is equipped and a state of this list gets activated, the weapons will be temporarily stored, and when the state exits, the weapons will be equipped again.

Exit on Modes

When a weapon is equipped and a Mode of this list gets activated, the weapons will be temporarily stored, and when the mode exits, the weapons will be equipped again.

Exit Fast

When enabled the weapons will be unequipped fast on the States, and they will not show the Draw/Store Animations


Events

OnCombat Mode (Boolean)

Invoked true when a weapon is equipped, and false when a weapon is stored

On Can Aim (Boolean)

Invoked when the weapon is aiming. Sends true or false if it's aiming

On Equip Weapon (GameObject)

Invoked when a weapon is equipped. Sends the equipped weapon

On Unequip Weapon (GameObject)

Invoked when a weapon is unequipped. Sends the unequipped weapon

On Weapon Action (int)

Invoked when the weapon changes its current action. See List of actions in the Animator Tab


Inputs

Aim Input

Input name to execute the Aim Logic

Reload Input

Input name to execute the Reload Logic

Main Attack

Input name to execute the Main Attack Logic

Second Attack

Input name to execute the Secondary Attack

Holster Inputs

If the Holster Option is enabled. All the Holster Inputs will be also shown in this Tab


Advanced

The Advanced section was created to add the Layer Animation on other Animator components like Invector.

If the Upper Body Weapon Layer is not found in the current animator a Green Button will be shown to add it manually.


Animator

Anim

Reference for the Animator Controller

Weapon Type

Name of the Weapon-Type animator Parameter

Left Hand

Name of the Left-Hand animator Parameter

IK Free Hand

Name of the IK-Free-Hand animator Parameter

IK Aim

Name of the IK Aim animator Parameter


Debug

At runtime. Important logic will be printed in the console. Also in the inspector, all the internal variables will be exposed to show all the changes at runtime

⚔️
[Store] Action Value is 98. [Draw] Action value is 99.
Pressing 4 will equip the weapon stored in the Left Holster
Adding Climb to the list will store the weapon while climbing
The weapon will be holstered when a Mode is playing (E.g. Action Mode -> Vault and Slide)