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
  • Properties
  • Projectile
  • Fire On Start
  • Damage Multiplier
  • Scale Multiplier
  • Power (Force) Multiplier
  • Hit Layer
  • Trigger Interaction
  • Target
  • Aim Origin
  • Owner
  • Aimer
  • Use Aimer Direction
  • Power (Force)
  • Angle
  • Gravity
  • After Distance

Was this helpful?

  1. Secondary Components
  2. MDamager

Projectile Thrower

PreviousMProjectileNextMExplosion

Last updated 11 months ago

Was this helpful?

Overview

The projectile thrower, quite simply, allows you to launch or throw projectiles given the stats entered.

Here is a video showcasing how to do that:

On a basic level, simply have a prefab ready that you want to launch and enter it into the projectile slot! Example of how to use it with the wolf lite, to charge and fire a bolt:

Properties

Projectile

The gameobject that you want to launch/throw

Fire On Start

When enabled, the projectile will be fired on start

Damage Multiplier

Multiplier value to apply to the Projectile Stat Modifier

Scale Multiplier

Multiplier value to apply to the Projectile scale

Power (Force) Multiplier

Multiplier value to the Projectile Launch force

Hit Layer

What layers can the projectile hit/not hit

Trigger Interaction

Can be set to Ignore or Collide with triggers

Target

When set, the projectile will always aim directly at the target

Aim Origin

The transform reference for the Aim origin point. Typically set to the transform of the owner of the component.

Owner

Owner of the thrower component. Typically set to the root gameobject.

Aimer

Reference for the aim component if using one.

Use Aimer Direction

If set to true, it will use the Aiming direction from the Aim component. If set to false it uses the forward vector by default

Power (Force)

Launch force for the Projectile

Angle

The angle to launch when a target is assigned

Gravity

The gravity to apply to the projectile. By default, it's the standard Physics. Gravity setting

After Distance

Apply gravity after certain distance is reached

⚔️
🏹