Penguin Action Toolkit
  • 🐧Welcome
  • Guide
    • Step-by-Step Guide
      • Step 1: Install PAT
      • Step 2: Tutorial Scene
      • Step 3: Character - Action States
      • Practice 0: Add an Input Tag
      • Step 4: Character - Tags
      • Practice 1: Combo
      • Step 5: State Modifiers
      • Practice 1.1 & Ex: Grant Tag Mod
      • Step 6: Animation Montage
      • Step 7: Trigger Animation Event
      • Practice 1.2: Back to Grant Tag Mod
      • Step 8: Animator
      • Step 9: Attributes
      • Practice 2: Cost HP
      • Step 10: Effects
        • Step 10.1: Hitbox & Hurtbox
  • Definition & Inspector Detail
    • Actions
      • Action State
      • State Modifier
      • Move Set
    • Tag
    • Attribute
    • Effect
    • Player
    • Input
    • Locomotion
  • Tutorial
    • Installation
    • Contents of the Assets
    • Character
      • Create a Character
    • Set Up Player
    • Create a new Tag
    • Create a new Modifier
    • Use Attributes
    • Effect
      • Create an Effect
      • Apply Effects
    • Animation
      • Animatior Controller
    • PAT Manager
  • Beneath the Feathers
    • The Other One
    • Help on the Way
    • Victim or the Crime
    • Unbroken Chain
  • PAT Game Jam
    • Save the Penguin
    • Schedule
    • Terms & Conditions
  • FAQ
    • Change to Your Own Model
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On this page
  • How to display a PAT character
  • Convenient functions of PAT_Manager:
  • Selecting corresponding GameObject
  • Edit Title
  • Drag and drop to attach / remove scripts
  • Initialize a character from Node Graph
Edit on GitHub
  1. Tutorial

PAT Manager

An editor we provide to help visualize the PAT character structure

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Last updated 5 months ago

The PAT Manager will display a PAT character as a node graph, displaying all the MoveSets, Action States, Tags related to the states, and State Modifiers that compose this character. This editor will be extremely useful when creating a complex character or understanding the logic of an existing character.

We also provide some convenient functions like selecting corresponding GameObject, drag-and-drop to attach scripts, synchronizing node deletion and creation, and etc. The paragraph will show all the usages of this editor.


How to display a PAT character

1

Create an empty Node Graph

Go to the folder you want to save the node graph and right click, you can find the PAT_Node Graph in the create panel. After clicking, you will see a PAT_Node Graph successfully created. You may rename it whatever you like and it will then be saved.

2

Find the character and attach the required script

The PAT_GraphRunner is required to use the editor. Simply drag and drop it on the desired character.

IMPORTANT: It should be dragged on to the GameObject that has PATCharacter Script attached, so that it can be recognized as a PAT character.

You should be able to see this after the script has been attached. Now drag the PAT_Node Graph you just created into the slot.

3

Click on the button

Now Click the “Initialize/Update PAT Graph from Character” and your character should now be successfully mapped to the graph. Double click on the PAT_Node Graph to open it up, you will see the character structure now:


Convenient functions of PAT_Manager:

Selecting corresponding GameObject

Right click on the node and you will see the option “select corresponded GameObject”, simply click on it and now the GameObject will be selected.

Edit Title

Select the “Edit Title” and you may rename the nodes.

Drag and drop to attach / remove scripts

You can drag a script and drop it onto a node, it will be attached to the node then. All the scripts attached to a node are displayed in the left inspector panel.

Right click on the script name and you will see the option to remove.

Initialize a character from Node Graph

You might notice there is another option in the Graph Runner Script, “Initialize PAT Character From Graph”

To use the function, you need to attach the graph runner script to another empty GameObject. And drag a valid node graph into the slot.

Now simply click the first button and there should be components generated under the GameObject. The name of the GameObject will also be changed based on the Character Node title.