Animal Controller
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  • 🧐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
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  • Secondary Components
    • ⚔️MDamager
      • 🐾MAttack Trigger
      • 🐾Attack Trigger Behavior
      • 🏉MProjectile
      • 🏹Projectile Thrower
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    • ✊Pick Up - Drop
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    • 🏁CheckPoint
    • IK Manager
      • IK Processors
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  • Global Components
    • 🧡Stats
      • 🔸Stat Modifier
      • 🔸Modify Stat <Component>
      • 🔸Modify Stat <Asset>
      • 👨‍💻Public Methods
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    • ⁉️Conditions
    • 🎥Free Look Camera
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    • 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
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      • Blend Shape Preset
    • Look At
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    • 🎯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
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On this page
  • What's new in AC 1.4.9- HAP 4.4.9
  • New Conditions 2
  • New Torch example
  • New Ladder Hand IK to place the Hands properly on the Handles
  • New Conditions on States
  • New Conditions on Modes
  • What's new in AC 1.4.8- HAP 4.4.8
  • Effects Preview
  • Override Capsule collider on States
  • New Ladder State
  • Find Bone in Context Menu
  • Projectiles now are using Unity Pooling system (Multiple and spread angle)
  • Vertical Raw Animator Parameter
  • Combos now have an Active value.
  • Combos have now Disable OnFinish Disable on Interrupt
  • Grid Spawner
  • What's new in AC 1.4.6- HAP 4.4.6
  • Unity New Input System is the Default Input for AC and HAP
  • Help Panel detects changes in the current used device
  • Human Core prefabs hierarchy changed
  • New Shader Graph shaders
  • Gizmo Visualizer Improved
  • What's new in AC 1.4.5- HAP 4.4.5
  • IK Manager
  • Wall Vertical Run
  • New Speed Modifier
  • Added: Local Vars Component. -> Store accessible variables everywhere.
  • New Screen Debug Mode
  • Added: Cloth Meshes for Steve (Shirt, Pants, Shorts, Shoes) (New ACTIVE MESH SYSTEM)
  • What's new in AC 1.4.4c- HAP 4.4.4c
  • What's new in AC 1.4.4a- HAP 4.4.4a
  • What's new in AC 1.4.4 - HAP 4.4.4
  • Debug Gizmos [On] [Off]
  • Integration with Cinemachine 3.
  • Align Look At Reaction.
  • Aim Reaction.
  • Combo Manager Buffer time
  • Projectiles, Gravity Distance
  • Animal Controller Inspector improvements
  • Turn in Place by camera
  • Brain.Mode Task -> Stop Mode On Exit
  • Animal Controller -> Free Movement Event

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What's New

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Last updated 2 months ago

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Let's review what's new in each version of AC and HAP

What's new in AC 1.4.9- HAP 4.4.9

New Conditions 2

New Torch example

New Ladder Hand IK to place the Hands properly on the Handles

New Conditions on States

New Conditions on Modes

What's new in AC 1.4.8- HAP 4.4.8

Effects Preview

Override Capsule collider on States

New Ladder State

Find Bone in Context Menu

Projectiles now are using Unity Pooling system (Multiple and spread angle)

Vertical Raw Animator Parameter

Combos now have an Active value.

Combos have now Disable OnFinish Disable on Interrupt

The Combo will be disabled until you enable it again. E.g. The Air Combo is disabled until the character is grounded again

Grid Spawner

What's new in AC 1.4.6- HAP 4.4.6

Unity New Input System is the Default Input for AC and HAP

Old Unity Input System is still available. You can find Old Prefabs in the same location than the new Input Prefabs.

Help Panel detects changes in the current used device

With the new use of the Input system now we can detect automatically when the Keyboard and Mouse or a Game Pad is being used to control the character. In the MInput Link component, there's an event that stores the current device:

The help panel will listen to this and it will change the buttons UI to show the proper device

Human Core prefabs hierarchy changed

The Player Core prefab are features and mechanics only a player-controlled character should use. AI characters should not have those. It includes the Main Camera target, Lock On Target, search for enemies.. etc

The AI Core prefab are features used for AI characters..NPC and Enemies. It includes the AIControl, AI Brain, and Nav Agent components.

New Shader Graph shaders

AC and HAP use new Shader graph editors which makes them compatible with all Render Pipelines

Gizmo Visualizer Improved

Gizmo visualizer now has connection lines to help identify connections

New Lens Eye Shader for all animals and Creatures

What's new in AC 1.4.5- HAP 4.4.5

  • Added: Add Force Reaction Type Target Push/Pull

IK Manager

Wall Vertical Run

New Speed Modifier

Added: Local Vars Component. -> Store accessible variables everywhere.

New Screen Debug Mode

We now have a new On Screen Debug Window (Only shows the Selected Animal Controller)

Added: Cloth Meshes for Steve (Shirt, Pants, Shorts, Shoes) (New ACTIVE MESH SYSTEM)

What's new in AC 1.4.4c- HAP 4.4.4c

Added: Pickable -> OnFocused, Dropped, Picked Reactions

  • Added: Sprite Comparer Component. You can use it to compare sprite values (Requested by @HeyBishop)

  • Added: Pickable -> Now it has multiple holders that can be used on the PickUp Drop Component

Added: AI Target -> Now it has a target distribution

What's new in AC 1.4.4a- HAP 4.4.4a

  • Added: Unity Spline Integration (Path Constraint)

  • Added: Grab Ledge -> Ledge Hit Object. Uses a gameobject position to detect Ledges to Climb. Use the Focused prefab to show climb UI.

  • Added: States -> Disable Modes List and No Modes Allowed parameters

  • Added: FloatLerp Component

  • Added: Stats -> Stats value now can be rounded.

  • Added: Reaction -> MDamageable Set profile.

  • Added: Brain Decision -> Chance Decision. Wait using a chance to change to a new Brain AI State

  • Added: Brain Decision -> Check Malbers Tags. Check

  • Added: Pull/Push Animations Human.

  • Added: Animal Controller -> Global RootMotion parameter. Disable completely the rootMotion.

  • Added: ModeAlign -> Exclude Abilities list parameter


What's new in AC 1.4.4 - HAP 4.4.4

Debug Gizmos [On] [Off]

All gizmos can be enabled or disabled for better performance.

Integration with Cinemachine 3.

Now you can upgrade all cinemachine scripts to CM3

To Upgrade to Cinemachine 3, make sure Unity 2023 is installed.

Upgrade the Package in the Manager and after that Unpack the Malbers CM3 package.

Align Look At Reaction.

Add a quick Look Align to a gameobject. E.g. it can be used to align any Animation mode to a Direction

Aim Reaction.

Change the values to the Aim Component. Leave it empty to clear the current target.

Combo Manager Buffer time

Combo Manager -> Now it buffers the Input and waits for the correct time to play the next sequence.

Projectiles, Gravity Distance

After a given Distance, the projectile will fall.

Animal Controller Inspector improvements

Mode List, and State List now can be Hidden. It improves the performance of the Inspector while using the Animal Controller

Turn in Place by camera

Allows Steve to turn around using a camera angle.

Brain.Mode Task -> Stop Mode On Exit

Mode can be stopped on Exit Task.

Animal Controller -> Free Movement Event

Animal -> On FreeMovement Event. Now you can subscribe to the OnFreeMovment Event to know if the animal is flying or swimming underwater. A good use of this event is to show UI that is only used when Up Down Movement in the Y axis is needed.

💫
New Ladder State
Find Bone Context Menu
Now the Main Capsule Collider can change on each state to a new shape
Used to notify the animator changes in the speed. This is use for connection animations like [Idle to Run]
You can enable or disable combos
Now the Combo Manager will wait the precise animation time to play the next sequence
You can disable this new feature my simply hiding this game object