This is the documentation for Arbor 3.2.4 and earlier.
See Arbor Documentation for the latest documentation.
Here is a reference built-in Behaviour of Arbor.
- Agent
AgentEscape To move in the direction of escape from the target AgentFollow To move in the direction of approaching the subject AgentPatrol It prowls in the range of from the initial position. - Animator
CalcAnimatorParameter Change by calculating the parameters of the Animator. - Audio
PlaySound It will play the AudioSource. PlaySoundAtPoint Play the sound at the specified coordinates. PlaySoundAtTransform Play the sound in the coordinates of the specified Transform. StopSound It will stop AudioSource. - Collision
OnCollisionEnterDestroy When OnCollisionEnter is called, it will destroy an opponent GameObject. OnCollisionEnterStore When OnCollisionEnter is called, it will store an opponent GameObject to the parameter. OnCollisionExitDestroy When OnCollisionExit is called, it will destroy an opponent GameObject. OnCollisionExitStore When OnCollisionExit is called, it will store an opponent GameObject to the parameter. OnControllerColliderHitDestroy When OnControllerColliderHit is called, it will destroy an opponent GameObject. OnControllerColliderHitStore When OnControllerColliderHit is called, it will store an opponent GameObject to the parameter. OnTriggerEnterDestroy When OnTriggerEnter is called, it will destroy an opponent GameObject. OnTriggerEnterStore When OnTriggerEnter is called, it will store an opponent GameObject to the parameter. OnTriggerExitDestroy When OnTriggerExit is called, it will destroy an opponent GameObject. OnTriggerExitStore When OnTriggerExit is called, it will store an opponent GameObject to the parameter. - Collision2D
OnCollisionEnter2DDestroy When OnCollisionEnter2D is called, it will destroy an opponent GameObject. OnCollisionEnter2DStore When OnCollisionEnter2D is called, it will store an opponent GameObject to the parameter. OnCollisionExit2DDestroy When OnCollisionExit2D is called, it will destroy an opponent GameObject. OnCollisionExit2DStore When OnCollisionExit2D is called, it will store an opponent GameObject to the parameter. OnTriggerEnter2DDestroy When OnTriggerEnter2D is called, it will destroy an opponent GameObject. OnTriggerEnter2DStore When OnTriggerEnter2D is called, it will store an opponent GameObject to the parameter. OnTriggerExit2DDestroy When OnTriggerExit2D is called, it will destroy an opponent GameObject. OnTriggerExit2DStore When OnTriggerExit2D is called, it will store an opponent GameObject to the parameter. - GameObject
ActivateGameObject It will switch the active GameObject. BroadcastMessageGameObject It sends a message to the specified GameObject and its child objects. DestroyGameObject It will remove the GameObject. FindGameObject GameObject search by the name is then stored in the parameter. FindWithTagGameObject GameObject the searches in the tag and then stored in the parameter. InstantiateGameObject It will generate a GameObject. LookAtGameObject We will watch the specified Transform. SendEventGameObject It will send the event. SendMessageGameObject It will send a message to the GameObject. SendMessageUpwardsGameObject It will send a message to the GameObject and all of the parent object. - Parameter
CalcParameter Change by calculating the value of the Parameter. SetBoolParameterFromUIToggle The value of the Toggle set to Parameter. SetFloatParameterFromUISlider Set the value of the Slider to Parameter. - Physics
AddForceRigidbody We will apply a force to Rigidbody. AddVelocityRigidbody It will add the velocity of Rigidbody. SetVelocityRigidbody Set the velocity of Rigidbody. - Physics2D
AddForceRigidbody2D We will apply a force to Rigidbody2D. AddVelocityRigidbody2D It will add the velocity of Rigidbody2D. SetVelocityRigidbody2D Set the velocity of Rigidbody2D. - Renderer
SetSprite Set the Sprite. - Scene
LoadLevel Load the specified scene. UnloadLevel Unload the specified scene from the current scene. - Transition
- Collision
OnCollisionEnterTransition It will transition the state when the OnCollisionEnter is called. OnCollisionExitTransition It will transition the state when the OnCollisionExit is called. OnCollisionStayTransition It will transition the state when the OnCollisionStay is called. OnControllerColliderHitTransition It will transition the state when the OnControllerColliderHit is called. OnTriggerEnterTransition It will transition the state when the OnTriggerEnter is called. OnTriggerExitTransition It will transition the state when the OnTriggerExit is called. OnTriggerStayTransition It will transition the state when the OnTriggerStay is called. - Collision2D
OnCollisionEnter2DTransition It will transition the state when the OnCollisionEnter2D is called. OnCollisionExit2DTransition It will transition the state when the OnCollisionExit2D is called. OnCollisionStay2DTransition It will transition the state when the OnCollisionStay2D is called. OnTriggerEnter2DTransition It will transition the state when the OnTriggerEnter2D is called. OnTriggerExit2DTransition It will transition the state when the OnTriggerExit2D is called. OnTriggerStay2DTransition It will transition the state when the OnTriggerStay2D is called. - EventSystems
OnPointerClickTransition It will transition when OnPointerClick is called. OnPointerDownTransition It will transition when OnPointerDown is called. OnPointerEnterTransition It will transition when OnPointerEnter is called. OnPointerExitTransition It will transition when OnPointerExit is called. OnPointerUpTransition It will transition when OnPointerUp is called. - Input
AnyKeyDownTransition It will transition the state when any key is pressed. AnyKeyTransition It will transition the state on whether any key is pressed. ButtonDownTransition It will transition the state when the button is pressed. ButtonTransition It will transition the state on whether Button is pressed. ButtonUpTransition It will transition the state when the button is released. KeyDownTransition It will transition the state when a key is pressed. KeyTransition It will transition the state on whether is Key pressed. KeyUpTransition A transition state when you release the key. MouseButtonDownTransition It will transition the state when the mouse button is pressed. MouseButtonTransition It will transition the state on whether the mouse button is pressed. MouseButtonUpTransition It will transition the state when the mouse button is released. OnMouseDownTransition It will transition the state when the OnMouseDown is called. OnMouseDragTransition It will transition the state when the OnMouseDrag is called. OnMouseEnterTransition It will transition the state when the OnMouseEnter is called. OnMouseExitTransition It will transition the state when the OnMouseExit is called. OnMouseOverTransition It will transition the state when the OnMouseOver is called. OnMouseUpAsButtonTransition It will transition the state when the OnMouseUpAsButton is called. OnMouseUpTransition It will transition the state when the OnMouseUp is called. - Physics
RaycastTranstiion It will transition by Ray cast. - Physics
Raycast2DTranstiion It will transition by 2D of Ray cast. - UI
UIButtonTransition A transition Once you click the button. UISliderTransition It will transition by the value of the slider. UIToggleTransition A transition by the toggle of state.
AnimatorStateTransition A transition is by referring to the Animator of the state. CalculatorTransition It will transition by the calculation result DistanceTransition It will transition the state by the distance between the target of GameObject. ExistsGameObjectTransition GameObject is I will transition on whether exists. GoToTransition It will transition to force the state. ParameterTransition You transition is made to determine the value of the Parameter. TimeTransition It will transition the state after the lapse of time. TriggerTransition It will transition the state when the trigger has been sent. - Collision
- Trigger
BroadcastTrigger It will send a trigger to a GameObject and child objects. SendTrigger It will send a trigger. SendTriggerGameObject Send the trigger to all of ArborFSM that is assigned to the GameObject. SendTriggerUpwards It will send a trigger to a GameObject and the parent object. - Tween
TweenCanvasGroupAlpha Gradually it will not change the Alpha of CanvasGroup. TweenColor Gradually it will not change the color. TweenPosition Gradually it will not change the coordinates. TweenRigidbody2DPosition Gradually it will not change the position of Rigidbody2D. TweenRigidbody2DRotation Gradually it will not change the orientation of the Rigidbody2D. TweenRigidbodyPosition Gradually it will not change the position of Rigidbody. TweenRigidbodyRotation Gradually it will not change the orientation of the Rigidbody. TweenRotation Gradually it will not change the direction. TweenScale Gradually it will not change the scale. TweenTextureOffset Gradually it will not change the UV coordinates of Texture. - UI
- Tween
UITweenColor Gradually it will not change the color of the UI. UITweenPosition Gradually it will not change the coordinates of the UI. UITweenSize Gradually it will not change the size of the UI.
UISetImage Set the Sprite to Image. UISetSlider Set the Slider. UISetSliderFromParameter Set the Slider from Parameter. UISetText Set the Text. UISetTextFromParameter Set the Text from Parameter. UISetToggle Set the Toggle. UISetToggleFromParameter Set the Toggle from Parameter. - Tween