# Behaviour Reference

Here is a reference built-in Behaviour of Arbor.

## Agent
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./agentescape.html">
AgentEscape
</a></td>
<td>
Move the Agent to escape from Target.
</td>
</tr>
<tr>
<td><a href="./agentfollow.html">
AgentFollow
</a></td>
<td>
Move Agent so that it approaches Target.
</td>
</tr>
<tr>
<td><a href="./agentlookatposition.html">
AgentLookAtPosition
</a></td>
<td>
Rotates in the direction of the specified position.
</td>
</tr>
<tr>
<td><a href="./agentlookattransform.html">
AgentLookAtTransform
</a></td>
<td>
Rotates in the direction of the specified Transform.
</td>
</tr>
<tr>
<td><a href="./agentmoveonwaypoint.html">
AgentMoveOnWaypoint
</a></td>
<td>
Move the Agent along the Waypoint.
</td>
</tr>
<tr>
<td><a href="./agentpatrol.html">
AgentPatrol
</a></td>
<td>
To patrol the vicinity of the specified location.
</td>
</tr>
<tr>
<td><a href="./agentstop.html">
AgentStop
</a></td>
<td>
Stop the Agent
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   agentescape
   agentfollow
   agentlookatposition
   agentlookattransform
   agentmoveonwaypoint
   agentpatrol
   agentstop
```


## Animator
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./animatorcrossfade.html">
AnimatorCrossFade
</a></td>
<td>
Transit the state of Animator.
</td>
</tr>
<tr>
<td><a href="./animatorsetlayerweight.html">
AnimatorSetLayerWeight
</a></td>
<td>
Set weight of Animator's layer.
</td>
</tr>
<tr>
<td><a href="./calcanimatorparameter.html">
CalcAnimatorParameter
</a></td>
<td>
Calculate and change the parameter of Animator.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   animatorcrossfade
   animatorsetlayerweight
   calcanimatorparameter
```


## Audio
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./playsound.html">
PlaySound
</a></td>
<td>
Play AudioSource.
</td>
</tr>
<tr>
<td><a href="./playsoundatpoint.html">
PlaySoundAtPoint
</a></td>
<td>
Play the sound at the specified point.
</td>
</tr>
<tr>
<td><a href="./playsoundattransform.html">
PlaySoundAtTransform
</a></td>
<td>
Play the sound at the specified Transform position.
</td>
</tr>
<tr>
<td><a href="./stopsound.html">
StopSound
</a></td>
<td>
Stop AudioSource.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   playsound
   playsoundatpoint
   playsoundattransform
   stopsound
```


## BehaviourTree
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./subbehaviourtree.html">
SubBehaviourTree
</a></td>
<td>
Play a child hierarchy Behavior Tree
</td>
</tr>
<tr>
<td><a href="./subbehaviourtreereference.html">
SubBehaviourTreeReference
</a></td>
<td>
Play external BehaviourTree as a child graph.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   subbehaviourtree
   subbehaviourtreereference
```


## Collision
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./oncollisionenterdestroy.html">
OnCollisionEnterDestroy
</a></td>
<td>
When OnCollisionEnter is called, it will destroy an opponent GameObject.
</td>
</tr>
<tr>
<td><a href="./oncollisionenterstore.html">
OnCollisionEnterStore
</a></td>
<td>
When OnCollisionEnter is called, it will store an opponent GameObject to the parameter.
</td>
</tr>
<tr>
<td><a href="./oncollisionexitdestroy.html">
OnCollisionExitDestroy
</a></td>
<td>
When OnCollisionExit is called, it will destroy an opponent GameObject.
</td>
</tr>
<tr>
<td><a href="./oncollisionexitstore.html">
OnCollisionExitStore
</a></td>
<td>
When OnCollisionExit is called, it will store an opponent GameObject to the parameter.
</td>
</tr>
<tr>
<td><a href="./oncontrollercolliderhitdestroy.html">
OnControllerColliderHitDestroy
</a></td>
<td>
When OnControllerColliderHit is called, it will destroy an opponent GameObject.
</td>
</tr>
<tr>
<td><a href="./oncontrollercolliderhitstore.html">
OnControllerColliderHitStore
</a></td>
<td>
When OnControllerColliderHit is called, it will store an opponent GameObject to the parameter.
</td>
</tr>
<tr>
<td><a href="./ontriggerenterdestroy.html">
OnTriggerEnterDestroy
</a></td>
<td>
When OnTriggerEnter is called, it will destroy an opponent GameObject.
</td>
</tr>
<tr>
<td><a href="./ontriggerenterstore.html">
OnTriggerEnterStore
</a></td>
<td>
When OnTriggerEnter is called, it will store an opponent GameObject to the parameter.
</td>
</tr>
<tr>
<td><a href="./ontriggerexitdestroy.html">
OnTriggerExitDestroy
</a></td>
<td>
When OnTriggerExit is called, it will destroy an opponent GameObject.
</td>
</tr>
<tr>
<td><a href="./ontriggerexitstore.html">
OnTriggerExitStore
</a></td>
<td>
When OnTriggerExit is called, it will store an opponent GameObject to the parameter.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   oncollisionenterdestroy
   oncollisionenterstore
   oncollisionexitdestroy
   oncollisionexitstore
   oncontrollercolliderhitdestroy
   oncontrollercolliderhitstore
   ontriggerenterdestroy
   ontriggerenterstore
   ontriggerexitdestroy
   ontriggerexitstore
```


## Collision2D
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./oncollisionenter2ddestroy.html">
OnCollisionEnter2DDestroy
</a></td>
<td>
When OnCollisionEnter2D is called, it will destroy an opponent GameObject.
</td>
</tr>
<tr>
<td><a href="./oncollisionenter2dstore.html">
OnCollisionEnter2DStore
</a></td>
<td>
When OnCollisionEnter2D is called, it will store an opponent GameObject to the parameter.
</td>
</tr>
<tr>
<td><a href="./oncollisionexit2ddestroy.html">
OnCollisionExit2DDestroy
</a></td>
<td>
When OnCollisionExit2D is called, it will destroy an opponent GameObject.
</td>
</tr>
<tr>
<td><a href="./oncollisionexit2dstore.html">
OnCollisionExit2DStore
</a></td>
<td>
When OnCollisionExit2D is called, it will store an opponent GameObject to the parameter.
</td>
</tr>
<tr>
<td><a href="./ontriggerenter2ddestroy.html">
OnTriggerEnter2DDestroy
</a></td>
<td>
When OnTriggerEnter2D is called, it will destroy an opponent GameObject.
</td>
</tr>
<tr>
<td><a href="./ontriggerenter2dstore.html">
OnTriggerEnter2DStore
</a></td>
<td>
When OnTriggerEnter2D is called, it will store an opponent GameObject to the parameter.
</td>
</tr>
<tr>
<td><a href="./ontriggerexit2ddestroy.html">
OnTriggerExit2DDestroy
</a></td>
<td>
When OnTriggerExit2D is called, it will destroy an opponent GameObject.
</td>
</tr>
<tr>
<td><a href="./ontriggerexit2dstore.html">
OnTriggerExit2DStore
</a></td>
<td>
When OnTriggerExit2D is called, it will store an opponent GameObject to the parameter.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   oncollisionenter2ddestroy
   oncollisionenter2dstore
   oncollisionexit2ddestroy
   oncollisionexit2dstore
   ontriggerenter2ddestroy
   ontriggerenter2dstore
   ontriggerexit2ddestroy
   ontriggerexit2dstore
```


## Component
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./activatebehaviour.html">
ActivateBehaviour
</a></td>
<td>
Activate Behaviour.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   activatebehaviour
```


## GameObject
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./activategameobject.html">
ActivateGameObject
</a></td>
<td>
It will switch the active GameObject.
</td>
</tr>
<tr>
<td><a href="./broadcastmessagegameobject.html">
BroadcastMessageGameObject
</a></td>
<td>
It sends a message to the specified GameObject and its child objects.
</td>
</tr>
<tr>
<td><a href="./destroygameobject.html">
DestroyGameObject
</a></td>
<td>
It will remove the GameObject.
</td>
</tr>
<tr>
<td><a href="./findgameobject.html">
FindGameObject
</a></td>
<td>
GameObject search by the name is then stored in the parameter.
</td>
</tr>
<tr>
<td><a href="./findwithtaggameobject.html">
FindWithTagGameObject
</a></td>
<td>
GameObject the searches in the tag and then stored in the parameter.
</td>
</tr>
<tr>
<td><a href="./instantiategameobject.html">
InstantiateGameObject
</a></td>
<td>
GameObject the searches in the tag and then stored in the parameter.
</td>
</tr>
<tr>
<td><a href="./lookatgameobject.html">
LookAtGameObject
</a></td>
<td>
We will watch the specified Transform.
</td>
</tr>
<tr>
<td><a href="./sendeventgameobject.html">
SendEventGameObject
</a></td>
<td>
It will send the event.
</td>
</tr>
<tr>
<td><a href="./sendmessagegameobject.html">
SendMessageGameObject
</a></td>
<td>
It will send a message to the GameObject.
</td>
</tr>
<tr>
<td><a href="./sendmessageupwardsgameobject.html">
SendMessageUpwardsGameObject
</a></td>
<td>
It will send a message to the GameObject and all of the parent object.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   activategameobject
   broadcastmessagegameobject
   destroygameobject
   findgameobject
   findwithtaggameobject
   instantiategameobject
   lookatgameobject
   sendeventgameobject
   sendmessagegameobject
   sendmessageupwardsgameobject
```


## Legacy
### UI
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./uisetsliderfromparameter.html">
UISetSliderFromParameter
</a></td>
<td>
Set the value of Slider from Parameter.
</td>
</tr>
<tr>
<td><a href="./uisettogglefromparameter.html">
UISetToggleFromParameter
</a></td>
<td>
Set the Toggle from Parameter.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   uisetsliderfromparameter
   uisettogglefromparameter
```



## Parameter
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./calcparameter.html">
CalcParameter
</a></td>
<td>
Change by calculating the value of the Parameter.
</td>
</tr>
<tr>
<td><a href="./setboolparameterfromuitoggle.html">
SetBoolParameterFromUIToggle
</a></td>
<td>
The value of the Toggle set to Parameter.
</td>
</tr>
<tr>
<td><a href="./setfloatparameterfromuislider.html">
SetFloatParameterFromUISlider
</a></td>
<td>
Set the value of the Slider to Parameter.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   calcparameter
   setboolparameterfromuitoggle
   setfloatparameterfromuislider
```


## Physics
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./activatecollider.html">
ActivateCollider
</a></td>
<td>
Activate Collider.
</td>
</tr>
<tr>
<td><a href="./addforcerigidbody.html">
AddForceRigidbody
</a></td>
<td>
We will apply a force to Rigidbody.
</td>
</tr>
<tr>
<td><a href="./addvelocityrigidbody.html">
AddVelocityRigidbody
</a></td>
<td>
It will add the velocity of Rigidbody.
</td>
</tr>
<tr>
<td><a href="./setvelocityrigidbody.html">
SetVelocityRigidbody
</a></td>
<td>
Set the velocity of Rigidbody.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   activatecollider
   addforcerigidbody
   addvelocityrigidbody
   setvelocityrigidbody
```


## Physics2D
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./addforcerigidbody2d.html">
AddForceRigidbody2D
</a></td>
<td>
We will apply a force to Rigidbody2D.
</td>
</tr>
<tr>
<td><a href="./addvelocityrigidbody2d.html">
AddVelocityRigidbody2D
</a></td>
<td>
It will add the velocity of Rigidbody2D.
</td>
</tr>
<tr>
<td><a href="./setvelocityrigidbody2d.html">
SetVelocityRigidbody2D
</a></td>
<td>
Set the velocity of Rigidbody2D.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   addforcerigidbody2d
   addvelocityrigidbody2d
   setvelocityrigidbody2d
```


## Renderer
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./activaterenderer.html">
ActivateRenderer
</a></td>
<td>
Activate Renderer.
</td>
</tr>
<tr>
<td><a href="./setsprite.html">
SetSprite
</a></td>
<td>
Set the Sprite.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   activaterenderer
   setsprite
```


## Scene
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./loadlevel.html">
LoadLevel
</a></td>
<td>
Load the specified scene.
</td>
</tr>
<tr>
<td><a href="./setactivescene.html">
SetActiveScene
</a></td>
<td>
Set the scene to be active.
</td>
</tr>
<tr>
<td><a href="./unloadlevel.html">
UnloadLevel
</a></td>
<td>
Unload the specified scene from the current scene.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   loadlevel
   setactivescene
   unloadlevel
```


## StateMachine
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./endstatemachine.html">
EndStateMachine
</a></td>
<td>
End the state machine now and return to the parent graph.
</td>
</tr>
<tr>
<td><a href="./substatemachine.html">
SubStateMachine
</a></td>
<td>
Play a child hierarchy ArborFSM.
</td>
</tr>
<tr>
<td><a href="./substatemachinereference.html">
SubStateMachineReference
</a></td>
<td>
Play external ArborFSM as a child graph.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   endstatemachine
   substatemachine
   substatemachinereference
```


## Transition
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./animatorstatetransition.html">
AnimatorStateTransition
</a></td>
<td>
Transit by referring to the state of Animator.
</td>
</tr>
<tr>
<td><a href="./backtostartstate.html">
BackToStartState
</a></td>
<td>
Back to the start state.
</td>
</tr>
<tr>
<td><a href="./calculatortransition.html">
CalculatorTransition
</a></td>
<td>
It will transition by the calculation result
</td>
</tr>
<tr>
<td><a href="./distancetransition.html">
DistanceTransition
</a></td>
<td>
It will transition the state by the distance between the target of GameObject.
</td>
</tr>
<tr>
<td><a href="./existsgameobjecttransition.html">
ExistsGameObjectTransition
</a></td>
<td>
GameObject is I will transition on whether exists.
</td>
</tr>
<tr>
<td><a href="./gototransition.html">
GoToTransition
</a></td>
<td>
It will transition to force the state.
</td>
</tr>
<tr>
<td><a href="./parametertransition.html">
ParameterTransition
</a></td>
<td>
It determines the value of Parameter and makes a transition.
</td>
</tr>
<tr>
<td><a href="./randomtransition.html">
RandomTransition
</a></td>
<td>
Transit randomly.
</td>
</tr>
<tr>
<td><a href="./timetransition.html">
TimeTransition
</a></td>
<td>
It will transition the state after the lapse of time.
</td>
</tr>
<tr>
<td><a href="./triggertransition.html">
TriggerTransition
</a></td>
<td>
It will transition the state when the trigger has been sent.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   animatorstatetransition
   backtostartstate
   calculatortransition
   distancetransition
   existsgameobjecttransition
   gototransition
   parametertransition
   randomtransition
   timetransition
   triggertransition
```

### Collision
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./oncollisionentertransition.html">
OnCollisionEnterTransition
</a></td>
<td>
It will transition the state when the OnCollisionEnter is called.
</td>
</tr>
<tr>
<td><a href="./oncollisionexittransition.html">
OnCollisionExitTransition
</a></td>
<td>
It will transition the state when the OnCollisionExit is called.
</td>
</tr>
<tr>
<td><a href="./oncollisionstaytransition.html">
OnCollisionStayTransition
</a></td>
<td>
It will transition the state when the OnCollisionStay is called.
</td>
</tr>
<tr>
<td><a href="./oncontrollercolliderhittransition.html">
OnControllerColliderHitTransition
</a></td>
<td>
It will transition the state when the OnControllerColliderHit is called.
</td>
</tr>
<tr>
<td><a href="./ontriggerentertransition.html">
OnTriggerEnterTransition
</a></td>
<td>
It will transition the state when the OnTriggerEnter is called.
</td>
</tr>
<tr>
<td><a href="./ontriggerexittransition.html">
OnTriggerExitTransition
</a></td>
<td>
It will transition the state when the OnTriggerExit is called.
</td>
</tr>
<tr>
<td><a href="./ontriggerstaytransition.html">
OnTriggerStayTransition
</a></td>
<td>
It will transition the state when the OnTriggerStay is called.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   oncollisionentertransition
   oncollisionexittransition
   oncollisionstaytransition
   oncontrollercolliderhittransition
   ontriggerentertransition
   ontriggerexittransition
   ontriggerstaytransition
```


### Collision2D
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./oncollisionenter2dtransition.html">
OnCollisionEnter2DTransition
</a></td>
<td>
It will transition the state when the OnCollisionEnter2D is called.
</td>
</tr>
<tr>
<td><a href="./oncollisionexit2dtransition.html">
OnCollisionExit2DTransition
</a></td>
<td>
It will transition the state when the OnCollisionExit2D is called.
</td>
</tr>
<tr>
<td><a href="./oncollisionstay2dtransition.html">
OnCollisionStay2DTransition
</a></td>
<td>
It will transition the state when the OnCollisionStay2D is called.
</td>
</tr>
<tr>
<td><a href="./ontriggerenter2dtransition.html">
OnTriggerEnter2DTransition
</a></td>
<td>
It will transition the state when the OnTriggerEnter2D is called.
</td>
</tr>
<tr>
<td><a href="./ontriggerexit2dtransition.html">
OnTriggerExit2DTransition
</a></td>
<td>
It will transition the state when the OnTriggerExit2D is called.
</td>
</tr>
<tr>
<td><a href="./ontriggerstay2dtransition.html">
OnTriggerStay2DTransition
</a></td>
<td>
It will transition the state when the OnTriggerStay2D is called.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   oncollisionenter2dtransition
   oncollisionexit2dtransition
   oncollisionstay2dtransition
   ontriggerenter2dtransition
   ontriggerexit2dtransition
   ontriggerstay2dtransition
```


### EventSystems
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./onpointerclicktransition.html">
OnPointerClickTransition
</a></td>
<td>
It will transition the state when the OnPointerClick is called.
</td>
</tr>
<tr>
<td><a href="./onpointerdowntransition.html">
OnPointerDownTransition
</a></td>
<td>
It will transition the state when the OnPointerDown is called.
</td>
</tr>
<tr>
<td><a href="./onpointerentertransition.html">
OnPointerEnterTransition
</a></td>
<td>
It will transition the state when the OnPointerEnter is called.
</td>
</tr>
<tr>
<td><a href="./onpointerexittransition.html">
OnPointerExitTransition
</a></td>
<td>
It will transition the state when the OnPointerExit is called.
</td>
</tr>
<tr>
<td><a href="./onpointeruptransition.html">
OnPointerUpTransition
</a></td>
<td>
It will transition the state when the OnPointerUp is called.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   onpointerclicktransition
   onpointerdowntransition
   onpointerentertransition
   onpointerexittransition
   onpointeruptransition
```


### Input
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./anykeydowntransition.html">
AnyKeyDownTransition
</a></td>
<td>
It will transition the state when any key is pressed.
</td>
</tr>
<tr>
<td><a href="./anykeytransition.html">
AnyKeyTransition
</a></td>
<td>
It will transition the state on whether any key is pressed.
</td>
</tr>
<tr>
<td><a href="./buttondowntransition.html">
ButtonDownTransition
</a></td>
<td>
It will transition the state when the button is pressed.
</td>
</tr>
<tr>
<td><a href="./buttontransition.html">
ButtonTransition
</a></td>
<td>
It will transition the state on whether Button is pressed.
</td>
</tr>
<tr>
<td><a href="./buttonuptransition.html">
ButtonUpTransition
</a></td>
<td>
It will transition the state when the button is released.
</td>
</tr>
<tr>
<td><a href="./keydowntransition.html">
KeyDownTransition
</a></td>
<td>
It will transition the state when a key is pressed.
</td>
</tr>
<tr>
<td><a href="./keytransition.html">
KeyTransition
</a></td>
<td>
It will transition the state on whether is Key pressed.
</td>
</tr>
<tr>
<td><a href="./keyuptransition.html">
KeyUpTransition
</a></td>
<td>
It will transition the state on whether is Key released.
</td>
</tr>
<tr>
<td><a href="./mousebuttondowntransition.html">
MouseButtonDownTransition
</a></td>
<td>
It will transition the state when the mouse button is pressed.
</td>
</tr>
<tr>
<td><a href="./mousebuttontransition.html">
MouseButtonTransition
</a></td>
<td>
It will transition the state on whether the mouse button is pressed.
</td>
</tr>
<tr>
<td><a href="./mousebuttonuptransition.html">
MouseButtonUpTransition
</a></td>
<td>
It will transition the state when the mouse button is released.
</td>
</tr>
<tr>
<td><a href="./onmousedowntransition.html">
OnMouseDownTransition
</a></td>
<td>
It will transition the state when the OnMouseDown is called.
</td>
</tr>
<tr>
<td><a href="./onmousedragtransition.html">
OnMouseDragTransition
</a></td>
<td>
It will transition the state when the OnMouseDrag is called.
</td>
</tr>
<tr>
<td><a href="./onmouseentertransition.html">
OnMouseEnterTransition
</a></td>
<td>
It will transition the state when the OnMouseEnter is called.
</td>
</tr>
<tr>
<td><a href="./onmouseexittransition.html">
OnMouseExitTransition
</a></td>
<td>
It will transition the state when the OnMouseExit is called.
</td>
</tr>
<tr>
<td><a href="./onmouseovertransition.html">
OnMouseOverTransition
</a></td>
<td>
It will transition the state when the OnMouseOver is called.
</td>
</tr>
<tr>
<td><a href="./onmouseupasbuttontransition.html">
OnMouseUpAsButtonTransition
</a></td>
<td>
It will transition the state when the OnMouseUpAdButton is called.
</td>
</tr>
<tr>
<td><a href="./onmouseuptransition.html">
OnMouseUpTransition
</a></td>
<td>
It will transition the state when the OnMouseUp is called.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   anykeydowntransition
   anykeytransition
   buttondowntransition
   buttontransition
   buttonuptransition
   keydowntransition
   keytransition
   keyuptransition
   mousebuttondowntransition
   mousebuttontransition
   mousebuttonuptransition
   onmousedowntransition
   onmousedragtransition
   onmouseentertransition
   onmouseexittransition
   onmouseovertransition
   onmouseupasbuttontransition
   onmouseuptransition
```


### Physics
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./raycasttransition.html">
RaycastTransition
</a></td>
<td>
It will transition by Ray cast.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   raycasttransition
```


### Physics2D
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./raycast2dtransition.html">
Raycast2DTransition
</a></td>
<td>
It will transition by 2D of Ray cast.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   raycast2dtransition
```


### UI
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./uibuttontransition.html">
UIButtonTransition
</a></td>
<td>
Click the button to make a transition.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   uibuttontransition
```



## Trigger
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./broadcasttrigger.html">
BroadcastTrigger
</a></td>
<td>
It will send a trigger to a GameObject and child objects.
</td>
</tr>
<tr>
<td><a href="./sendtrigger.html">
SendTrigger
</a></td>
<td>
It will send a trigger.
</td>
</tr>
<tr>
<td><a href="./sendtriggergameobject.html">
SendTriggerGameObject
</a></td>
<td>
Send the trigger to all of ArborFSM that is assigned to the GameObject.
</td>
</tr>
<tr>
<td><a href="./sendtriggerupwards.html">
SendTriggerUpwards
</a></td>
<td>
Send the trigger to all of ArborFSM that is assigned to the GameObject.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   broadcasttrigger
   sendtrigger
   sendtriggergameobject
   sendtriggerupwards
```


## Tween
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./tweencanvasgroupalpha.html">
TweenCanvasGroupAlpha
</a></td>
<td>
Gradually change Alpha of Canvas Group.
</td>
</tr>
<tr>
<td><a href="./tweencolor.html">
TweenColor
</a></td>
<td>
Gradually change color of Renderer.
</td>
</tr>
<tr>
<td><a href="./tweenposition.html">
TweenPosition
</a></td>
<td>
Gradually change position.
</td>
</tr>
<tr>
<td><a href="./tweenrigidbody2dposition.html">
TweenRigidbody2DPosition
</a></td>
<td>
Gradually change position of Rigidbody2D.
</td>
</tr>
<tr>
<td><a href="./tweenrigidbody2drotation.html">
TweenRigidbody2DRotation
</a></td>
<td>
Gradually change rotaion of Rigidbody2D.
</td>
</tr>
<tr>
<td><a href="./tweenrigidbodyposition.html">
TweenRigidbodyPosition
</a></td>
<td>
Gradually change position of Rigidbody.
</td>
</tr>
<tr>
<td><a href="./tweenrigidbodyrotation.html">
TweenRigidbodyRotation
</a></td>
<td>
Gradually change rotaion of Rigidbody.
</td>
</tr>
<tr>
<td><a href="./tweenrotation.html">
TweenRotation
</a></td>
<td>
Gradually change rotaion.
</td>
</tr>
<tr>
<td><a href="./tweenscale.html">
TweenScale
</a></td>
<td>
Gradually change scale.
</td>
</tr>
<tr>
<td><a href="./tweentextureoffset.html">
TweenTextureOffset
</a></td>
<td>
Gradually change UV cordinates of Texture.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   tweencanvasgroupalpha
   tweencolor
   tweenposition
   tweenrigidbody2dposition
   tweenrigidbody2drotation
   tweenrigidbodyposition
   tweenrigidbodyrotation
   tweenrotation
   tweenscale
   tweentextureoffset
```


## UI
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./uisetimage.html">
UISetImage
</a></td>
<td>
Set the Sprite to Image.
</td>
</tr>
<tr>
<td><a href="./uisetslider.html">
UISetSlider
</a></td>
<td>
Set the value of Slider.
</td>
</tr>
<tr>
<td><a href="./uisettextfromparameter.html">
UISetTextFromParameter
</a></td>
<td>
Set the Text from Parameter.
</td>
</tr>
<tr>
<td><a href="./uisettoggle.html">
UISetToggle
</a></td>
<td>
Set the Toggle.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   uisetimage
   uisetslider
   uisettextfromparameter
   uisettoggle
```

### Tween
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./uitweencolor.html">
UITweenColor
</a></td>
<td>
Gradually change color of UI.
</td>
</tr>
<tr>
<td><a href="./uitweenposition.html">
UITweenPosition
</a></td>
<td>
Gradually change position of UI.
</td>
</tr>
<tr>
<td><a href="./uitweensize.html">
UITweenSize
</a></td>
<td>
Gradually change size of UI.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   uitweencolor
   uitweenposition
   uitweensize
```



