# 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 %}

![](https://963537199-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-Lzhr1XSMzMqNXjRnNlb%2F-LzwhaokWjmA6YeG0muL%2F-Lzx17z9ZNUlksy90a_b%2FUnity_SSPqb3Xh3x.png?alt=media\&token=a4920c49-7639-4a67-aed7-c55a17a170b4)

It works by receiving messages from the [**Step Trigger**](https://malbersanimations.gitbook.io/animal-controller/utilities/step-trigger) 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**](https://malbersanimations.gitbook.io/animal-controller/utilities/step-trigger) 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.
