> 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/steps-manager.md).

# Steps Manager

This script is a simple Foot Tracks logic to make the animal more alive when it interacts with the ground.&#x20;

{% hint style="warning" %}
It is a simple solution. It does **not** include logic for different ground types.&#x20;
{% endhint %}

![](/files/-Lzx17z9ZNUlksy90a_b)

It works by receiving messages from the [**Step Trigger**](/animal-controller/utilities/step-trigger.md) component. When it makes contacts with the ground place the foot tracks, dust particles and plays random sound from the Clips List.

## Parameters:

### **Tracks**

GameObject or Prefab which holds the Foot track particle effect.

### **Dust**

GameObject or Prefab which holds the dust  particle effect.<br>

### **Steps Volume**

The volume of the **AudioSource** located on each [**Step Trigger**](/animal-controller/utilities/step-trigger.md) object.<br>

**Dust Particles:**

How many particles of dust will emit on a footstep.<br>

**Scale:**

Add or reduce the scale of the foot track Particle..<br>

**Clips:**

Random sound to play on a footstep.<br>

**Track Offset:**

Extra distance from the ground to avoid flickering over the ground.

## Public Methods

### `void EnableSteps(bool value)`

Disable the  Component, e.g.. deactivate when is sleeping or death.
