> 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

## 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&amp;token=92727dea-9f54-41a6-bdb9-fb1d1bbcd5ae" alt=""><figcaption></figcaption></figure>

## Parameters

### Dynamic Managers

Enable this parameter to update the search for the Effect Manager every time the Effect is activated.&#x20;

E.g. A weapon is an external object and it can have an effect manager. This parameter must be true to activate an effect in the weapon using the Manager in that object.

### ID

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

### Action

Play or Stop the Effect

### Time

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

### Execute on Exit

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

### Ignore In Transition

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