> 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/notification-manager.md).

# Notification Manager

<figure><img src="/files/SMbV0BBCQO8S2axJ8wIC" alt=""><figcaption></figcaption></figure>

### Overview

The Notification Manager is what manages all the notifications.&#x20;

* **Active Timer** - How long the notification stays alive for
* **Use Title** - If OFF, then the title will be blank
* **Use Desc** - If OFF, then the description will be blank
* **Notification GO** - The Notification gameobject that will be instantiated when a new notification is generated
* **Notification Parent** - The parent transform of where the notification is instantiated.

If unsure, refer to the above image and leave the settings as they are.

The Notification Manager is a singleton which means only one manager can exist at one given time. The benefit to this is that it makes creating a new notification really easy. Let's now do that...

### Creating a new notification

Creating a new notification yourself is easy.&#x20;

You simply, from your own scripts, call the following function:<br>

```csharp
NotificationManager.notificationManager.OpenNotification(string TitleToUse = "", string DescToUse = "");
```

So as a working example of what I've used in the Inventory System:

```csharp
NotificationManager.notificationManager.OpenNotification("ITEM ADDED", "Added: " + itemAdded.itemName);
```

Which in game, looks like:<br>

<figure><img src="/files/UmIjfzfLgHpdwZW6ZHOO" alt=""><figcaption></figcaption></figure>
