Animal Controller
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    • 📖Guide to use All Malbers Assets with (AC)
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  • 📱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
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    • 🟩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]
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  • ULTIMATE SELECTOR
    • Overview
    • Selector Manager
    • Selector Editor
    • Selector Controller
    • Selector Item
    • Selector UI
    • Selector Data
    • Changelog (Selector)
  • 🎒Malbers Inventory Add-On
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      • 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
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  • Using Armour
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    • Shop
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  • Cooking System
    • Create a new Recipe
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On this page
  • Something for everyone
  • ⚔️ (Super Item System)
  • New Animal States
  • AI and Animal Brain
  • New Animations -
  • Modes
  • General Features
  • What's Malbers working for AC and HAP?
  • Possible Future Integrations?
  • IDEAS!!

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Road Map

Here's a list of features I'll be working on for AC/HAP in the near future. No particular order.

Something for everyone

  • ✅ICE MOVEMENT WITHOUT STANCES (CUSTOM SPEEDS SETS>>??)

  • ✅💢⭐⭐⭐⭐⭐Cinemachine 3 Integration!!!!! 90% Done

  • ✅Throwing Object Human.

  • ✅Runtime Skinned Mesh renderer Swap

  • ✅Cinemachine Zoom In Zoom Out.

  • ✅Brain.. Play Mode at a Distance, not just near

  • Additive Up -Down Movement. (Spyro Swim Movement Underwater)

  • Mouse to World is working with the new input system.

  • Playable Animations (New Playable System) (issues with Animator + Animate Physics (ON HOLD)

  • Picking up and carrying objects (Human) Multiple Object and Profiles. Humans carrying Multiple Logs (SUPER ITEM)

  • Cinematic /TimeLine Zones for the Animals..

  • Climb State -> Jump while Climbing (Zelda Style)

  • Integrate Selector with the new Inventory system

  • Ultimate Selector + New Input System

  • Step Manager Texture Recognition.

  • Animation Aligner! (Rotate In Place -> Move to the Position -> Rotate In Place to the Location Desired Direction.)

  • Move Pass Current Target with BRAIN AI (E.g. Charge Attacks with Boar)

  • Wolf Realistic Sword Animations

  • Ride Boat...

  • ✅Call Horse Distance Limit.

  • Weapon while riding: Spear Aiming

  • IK Using Unity Animation Rigging package

  • Sensor ToolKit Integration

  • Puppet Master Integration.

  • Synty Horse Farm Upgrade.

  • Fishing State!

  • Click-and-drag to move Camera (Like RTS Games)

  • HARD!!! Scriptable Events for Multiplayer (Local and Net) *** ?????

  • ✅Projectiles can have gravity after X time

  • Exhausted Animation, Injured Animation

⚔️ (Super Item System)

A weapon can be melee, used for blocking, parrying and shooting projectiles, all in one There's no need to separate it on different weapon type scripts.

E.g. Magic Staff (you can shoot spells, act as a melee weapon, and block with it)

  • ✅Add Formula to the Values (Attack, Damage) instead of multipliers. (Use Stats that can be used on the formula too)

  • Unarmed Mode is also of a Weapon Use it as Default Weapon???

  • ✅Play Different Animations when the Character is falling, Jumping using a weapon..E.g. Pound attack with a sword.

  • Weapon Pro Profiles: Damage, Force, Reaction, Hit Effect, Interaction, Anim Speed, Multiplier, Critical, Collider?

  • Actions: Charge, Fire Projectile, Aim, Hold Attack, Release Attack, Combo, Reload, Block, Parry, Weapon Lock, Counter Attack?

  • Ricochet Projectiles

  • Homing Projectiles.

  • Multiple Projectiles (Area of Shooting - Shotgun? )

  • Executions with Weapons.

  • Add CrossBow

  • ✅Add Rifle

  • Use Aiming Events to Activate Different Aiming Cameras? E.g. a Sniper Aims Different than a pistol.

  • IK component?

  • Weapon Multiplier

  • Counter Attack

  • Parry

  • Block

  • Boomerang Weapon (God of War Axe)

  • Fire without AimingUltimate Selector

  • Convert the Selector to the Inventory System for the Animal Controller and HAP.

  • Use Camera Movement to select the items, instead of the Items moving around the camera.

New Animal States

  • ✅MPathConstraint && MPath component. Useful for walking on Ledges and 2.5D games.

  • MLadder Component and ILadder Interface for the Lader State (for Humans)

  • Down Slide of a wall

  • Knock Back State? or Mode? or Both?

  • Free Climb State New Features

    • Getting to a ledge and start the climb by climbing down

    • Press an Input to Jump to a wall in the back (Jump Across)

    • Free Climb -> Animations for Moving on Corners (Inner-Outter Corners)

    • IK Hand and Feet alignment.

  • Grapple State (Quick Shoot to a Grapple Point)

  • Brachiation State

  • ✅Slide State

  • Push-Pull State

  • Directional Climb. (New Climb State) Squirrel Style.

  • Locomotion Start End Animations fix?

  • Swim State Update. Water State can use an External Transform to Align to water (Buyancy with other Water 3rd Party Assets)

  • Pound Attack! (Mode or State????)

  • Ragdoll State

  • Stair State (Human)

  • Change Priority and Activate values of a state to be Local to an animal (Remove it from Scriptable)

  • Speed Modifiers Add it inside the State Asset

  • Add Optional State_Variation Parameter to replace States Versions (E.g. Fly with Broom or Fly with Superman Style)

  • Automatic States from other States.

AI and Animal Brain

  • AI Control... Make it work also without Navmesh.

  • Play Auto Combos with Animal Brain.

  • AI Weapon Combo States (Brain Component)

Advanced Foot Track System for HAP and AC (Addon)

New Animations -

  • Elephant LODs

  • Player pulls an NPC off a horse

  • Unka: eat/drink/lay-down

  • All Animals : (Sneak, Strafe, Wounded Animations)

  • ✅Fox: Dig Hole

  • HUMAN: Add craft and build animations.

    • eating,

    • drinking,

    • sawing,

    • vertical and horizontal axe and pickaxe movement,

    • movement of a mat with horizontal and vertical strike,

    • scraping with a rake,

    • fishing, (STATE)

    • moving with a sickle, (STANCE)

    • moving with a two-handed scythe, (STANCE)

    • pushing an object, (State)

    • picking up an object, (Mode)

    • sitting, (Mode)

    • lying down, (Mode)

    • cutting on the ground with a knife. Gathering?

  • Any chance you could add some more animations for like cuddling the horse, petting, grooming, eating from a character's hand? Also some silly anims would be fun, like horse nudging a character with the head, bumping them with their rear end, rolling around on their back in the dirt, shaking their head no, nodding yes, stomping the ground to show they're upset, stuff like that? Stuff to give them more personality. And it may just be me, but the mane and horse tail hair looks a little too unrealistic, or maybe I need to do something to set it up? The rest of the horse is truly amazing, and seeing the mane and horse tail slightly unfinished look, sorry, no offense, just my opinion, takes away from the otherwise great-looking horse assets.

Modes

  • ✅Mode -Ability Gravity Properties? (Keep Grounded, Gravity {Ignore, Reset, Keep?}

General Features

  • Pick up Drop Objects (Multiple)

  • Push Pull

New Integrations

  • Try working again to fix Game Creator:

Adding Additives Elements Multipliers

The weapons can have multipliers that can interact with others...

✅Fire, Water, Toxic, Ice.

✅These IDs will have a Weak and Resistant List of values to react with

What's Malbers working for AC and HAP?

  • ✅HAP: Killing the Rider while mounted.

  • HAP: Lamp Tutorial for the Ground and Riding,

  • HAP: Passenger Mount; (Passenger Animations)

  • HAP: AI Riding (Multiple Brain control for AI Rider and AI Horse)

  • HAP: New Animations: Yes, No, Eat from Hand, Stop on The Ground (Upset), Scared, Start Angry Jump in Place trying to get rid of the Rider)

  • something similliar was noticeable in gta series when you brake into wall and the player will be crash to ground from the front windshield!

    The brake can be automated , for instance you will try to run into a wall with fullspeed , so the horse will brake just near the wall and the rider will crash with ragdoll!HAP: Upgrade Mane, Tail

  • Guide Horse with the reins.??

  • Baby Horse

UNIVERSAL AC WEAPON!

  • Weapon needs multiple actions with their Inputs (Main Atk, Second Atk, Third Atk) and release inptus. E.g. MainAttack can be aiming which enables the 2 Atck

  • Melee weapon can be shoot projectiles too..

  • Melee weapon can aim and attack differently while aiming (Spear Aiming While Mounting)

  • Weapons

Unka? Eat / Drink / Perch / Crawl animations

Possible Future Integrations?

IDEAS!!

Puzzles with AC

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Last updated 3 months ago

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3D Pathfinding:

🛣️
https://johnleonardfrench.com/terrain-footsteps-in-unity-how-to-detect-different-textures/
https://assetstore.unity.com/packages/tools/ai/235638
MIS-MotorcycleUnityAssetStore
Mario vs Rabbits: (Pick statues to places in their places)
Colored Platforms (They toogle their position when you press the button)
Turning Mirrors with buttons and laser/light
Blocking walls when you get near them
https://youtu.be/vuMnHPNaqh0?t=29618
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