> 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/utilities/effect-behavior.md).

# Effect Behavior

Last updated AC v1.5.3

## Overview

The Effect Behavior connects the animations states to the Effect Manager.

It Plays or stops an effect during the normalized time of an animation

<figure><img src="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2Fi2TpA5PrBQN5F0fz4GIW%2Fimage.png?alt=media&#x26;token=92727dea-9f54-41a6-bdb9-fb1d1bbcd5ae" alt=""><figcaption></figcaption></figure>

## Parameters

{% hint style="info" %}
**Dynamic Managers was removed in AC v1.5.3.** Effect Managers now register themselves on the Animator above them and re-register when they are re-parented, so a manager on a weapon that is equipped, holstered or swapped between hands is found automatically. There is nothing left to enable.
{% endhint %}

#### ID

ID of the Effect to activate. Check the ID on the Effect Manager.

#### Action

What to do with the Effect: `Play`, `Stop`, or `Play-Stop [Range]`, which plays the effect and stops it again inside the same animation.

#### Time

Normalized time of the Animation. When to play or stop the effect.

When the Action is `Play-Stop [Range]` the inspector hides Time and draws **Range** instead, a min and max normalized time. The effect plays at the start of the range and stops at the end of it.

#### Execute On Exit

If the animation is interrupted by a transition and the Time has not played yet, execute the Effect anyway.

#### Exit In Transition

If the animation is interrupted, execute the Effect as soon as it starts transitioning to another Animation State.

#### Description

Free text to describe what this entry does. It is only a note for the author, it does not change the behaviour.

#### Ignore In Transition

Ignore the effect if execute is called in Transition and the next transition is on this list. Use the name of the Animation State.
