Game Kit Controller
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      • Importing GKC
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    • 🎓Tutorials
      • 🔑Tips, Tricks and Hotkeys
      • Manually Add Axes in the Input Manager
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      • Tutorial - Create a New Character
      • Tutorial - Create a New Character with the Manual Creator
      • Tutorial - Create a Generic Character
      • Tutorial - Set the Default Weapons in a New Character
      • Tutorial - Create New Melee Weapon
      • Tutorial: Set Initial Melee Weapons on Player & AI
      • Tutorial - Adjust Weapons Quick Draw Weapon Action
      • Adjusting Player's Upper Body for Weapons
      • Fixing Player Spine Rotation
      • Tutorial - Add Action System By Input
      • Tutorial - Configure Local Multiplayer
      • Configure the Switch Character Companion
      • Configure the Main Mission Manager
      • Configure the Main Scene Manager
      • Using the Save System for Elements State on Scene
      • Tutorial - Configure the Drive System on an External Vehicle Controller
      • Setting up a New Skill System
      • Tutorial - Configuring Melee Weapon Attacks
      • Tutorial - Create Objects to Grab and Carry Physically
      • Tutorial - Create a new Melee Attack
      • Tutorial - Changing Player Movement Animations
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    • ⚡Main Manager Administrator
    • 🏃‍♂️Traversal Movements
      • Climbing
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    • 📥Inventory System
      • Adding a New Inventory Object
      • Create a new Inventory Prefab
      • Check the Use Inventory Object works correctly
      • Use Inventory Objects
      • Create Inventory Icon
      • Assign New Inventory Objects to the Player
    • ⚔️Weapon Systems
      • Dual Wielding Weapons
      • Tutorial - Configuring Melee Weapon Attacks on a Weapon
      • Tutorial - Create New Melee Weapon
      • Tutorial - Adjust the Fire Weapons Main Position
    • 👕Armor/Clothe System
      • Tutorial - Configure Armor-Clothe for New Model
      • Tutorial - Adding A New Piece To An Existing Armor-Cloth Set
    • ⛺Event Trigger System
      • Setting Up the Event Trigger System
    • 👊Action System
      • Action System Component
      • Tutorial - Add Action System By Input
      • Tutorial: Create Objects to Grab & Carry Physically
    • 🏂Abilities & Skills Systems
      • Skill Systems
        • Player Skill System Component
        • Player Skills UI System Component
        • Tutorial - Setting Up a New Skill System
      • Ability Systems
        • Player Abilities System Component
        • Custom Ability Component
        • Activating an Ability by Key Combo
        • Tutorial - How to set Default Abilities
        • Tutorial - Create a Custom Ability
        • Tutorial - Create a new Melee Attack
        • Tutorial - Configuring Melee Weapon Attacks
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      • Configure the Main Dialog Manager
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      • Map Creator Component
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      • Delete Map Parts and Floors
      • Change between Floors with Triggers
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      • Enable and Disable Certain Parts of the Map
      • Show a Hidden Map Part With Another Color Until Visible
      • Use Map Object Information
      • Configure Map object information Icons
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      • Map Object Information Linked to a Map Part
      • Render Terrain in the Map Window
      • Assign the Created Floors to the Map System
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      • Main Objective Manager
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      • Rifle Sword Example
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      • Save System for Elements State on Scene
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      • 🖼️Tag Layer System
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        • Add a New Touch Button
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        • Configure Input Rebind Menu Panel and Actions
        • Add an Action to a New Script
        • Remove an Axe
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        • Manage Axes Save File
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        • Diable Touch Buttons on Start
        • Delete Disabled Touch Buttons
        • Assign a Touch Button to an Action
        • Scale Touch Button in the Inspector
        • Touch Joysticks
      • ☕Main Manager Adminstrator
      • 🖱️Mouse Cursor Controller
      • 🎲Game Manager
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      • Simple FPS Counter
      • Place Object in Camera Editor Position System
      • Set Game Object Active State
      • Set Initial Position At Game Start
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    • 🕺Character
      • Features Manager
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      • Ragdoll Builder
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      • Player HUD Manager
      • Map System Component
      • Show Game Info Hud
      • Save Game System
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      • Weapon List Manager
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  • Player Controller Components
    • 🕹️Player Controller
      • Player Controller Component
      • Gravity System
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      • Grab Objects
      • Health
      • Using Devices System
      • Close Combat System
      • Ragdoll Activator
      • Foot Step Manager
      • Pickups Screen Info
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      • Player Weapons Manager
      • Inventory Manager
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      • Remote Event System Component
        • Setting Up a Remove Event
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      • Player Camera Component
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      • Set Transparent Surfaces
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      • AI Behaviors
      • Damage Hit Reactions System
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      • Experience-Level-Stat Systems
        • Player Experience System Component
        • Player Stats System Component
        • Player Skill System Component
          • Tutorial - Setting up a New Skill System
        • Player Skills UI System Component
      • Inventory Categories List Manager
      • Melee Combat System
      • Inventory Menu Panels System
      • Inventory Quick Access Slots
      • Inventory Weight Manager
      • Inventory Armor-Cloth Customization System
      • Player Abilities System Component
      • Player Action System Component
      • Player Info Panel On Screen System
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      • Slow Down Time On Perfect Dodge
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      • Custom Character Controller Manager
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    • 💼Non Essential Components
      • Ability Activated By Key Combination (R G)
      • Bullet Time Firing System (Max Payne Style)
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  • Additional Managers
    • 🧞‍♂️Prefabs Manager
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      • Configure the Main Dialog Manager
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      • Tutorial - Configure Random Walk Movement on Attack Mode and Target Spotted on A.I
    • AI Melee System
    • AI Close Combat System
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    • ➕Current Integrations
      • Emerald AI
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      • Animal Controller
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      • Randomation Vehicle Physics
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      • Space Combat Kit
      • Mech Combat Kit
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      • GKC Update 3.03-3A
      • GKC Update 3.03-2
      • GKC Update 3.03-1
      • GKC Update 3.02g (Final)
      • GKC Update 3.02f
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  1. Quick Start
  2. Tutorials

Tutorial - Add Action System By Input

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Last updated 2 years ago

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Youtube Tutorial

Written Tutorial

Add a new action on the input and configure the event to activate the animation action by going clicking on the root of the prefab (Player and Game Management), then the Input Manager component.

Scroll down to the section Multi-Input List and open the Multi Axes List menu.

Then open Player Controller in the Multi-Input List and select Add Action to add a new one. In this tutorial, we’ll be creating the action, Simple Kick. You can also put a Keyboard and/or Joystick input to activate the action here.

Next, navigate to the Player Controller game object on the player character and scroll down to the Player Input Manager.

Then scroll down to Multi Axes List and select the Player Controller section as we did on the Player and Game Management component. Click Add Action as before, except now on the Axe dropdown, you will see the Simple Kick Action we made. Select that. Set the Button Press Type to Get Key Down to have it execute when the input key is pressed down.

Click the plus under Button Event to add a new Event and drag the Player Action System prefab for the hierarchy into the field to assign it.

Select No Function, go to playerActionSystem and select activateCustomAction (string). For the string enter in our new action, Simple Kick.

Next, we’ll configure the action values to play a specific animation using its name and duration as main parameters. First, we’ll go back to the Player Action System game object and add a new game object named Simple Kick that will hold our settings for Simple Kick.

Add a game object under Player Action System and add the Action System component to it.

Scroll down to the Action Info List and click Add Action. The Name and Action Name are our action, Simple Kick. For this example, we’ll enable Pause Player Actions Input so that other inputs are recognized while the action is active. Then we’ll enable Resume Player After Action so that the player regains control after the Action is finished.

Now we need to add an animation to our action. Open the Animator window and make sure you have the Base Layer selected. Click the state machine New Actions, right-click the canvas and add a new State Machine. Name it Simple Kick.

Open the new state machine we just created and add a New State. This will be named, you guessed it, Simple Kick. Add a kicking animation to the Motion field. There’s one included in the Mixamo Animation package, Sword and Shield Kick. Note the Animation Time of your kick animation, we’ll be using that later.

Add a transition from Simple Kick to the state Main Movement>Grounded>Grounded. Select the transition and uncheck Has Exit Time. Under Conditions add the Action Active parameter and set it to false.

Navigate to the Custom Action State Info Settings and open the Custom Action State Info List.

Add a new state by increasing the Size by one. There are 46 in this example, so we’ll increase it to 47. The name is our action, Simple Kick, like the rest of the fields. For Main Action System, we’ll drag our Simple Kick game object that we just added to assign it.

Go back to the Simple Kick action we added under Player Action System, and under Action Main Settings, set the Animation Duration to our kick animation. In our example, it’s 1.2. Next check Action Uses Movement.

That’s it! The input will now call this new custom action we made, taking care of pausing and resuming the rest of the states, input, and actions of the character.

Now, let’s add some interaction and flourish to our kick. We’ll configure a component to push objects in front of the player that is kicked using the events options of the action. Including any needed delays.

Under the Player Controller game object, select the Push Objects on Running Slide game object and duplicate it. We’ll rename it to Simple Kick Push.

Return to the Simple Kick game object under the Player Action System. Under Event Info List click Add Event. In Element 0, we’ll set the Delay to Activate to 0.5. Add a new event in Event To Use and drag the Simple Kick Push game object into our field. Select the Function pushObjectsPower > setPowerEnabledState (bool) and check it.

Add another Event to the Event Info List. Element 1 will have a Delay to Activate of 1. Drag over the Simple Kick Push again into the field. Select the same function as before, setPowerEnabledState, and leave it unchecked.

That’s it! Happy Kicking!

🎓
Youtube Tutorial
Input Manager Window
Multi Input List
Simple Kick Action