The  Activators Setup menu allows the creation of all the activators that are going to be used in the system. This means it is not required to write a single line of code to set up Input Events unless a specific event is not provided. What are Activators? Think of them like single buttons (eg. X on the PS4 controller) or different button combinations (eg. X+O on the PS4 controller pushed together). GAC allows the creation of up to 100 Activators. If it's necessary, that amount can be easily extended by accessing the Full Source Code!

1. Activator Type (The Activators) 
This is used to select the type of Input Events to use. Click the NEW ACTIVATOR button after making a selection. The default types available are Keyboard, Mouse, Button (Unity Input Manager), Touch Gestures, Synchro and Sequence Inputs. 

Default Input Types
Each Activator input type is distinguished by it's Name Initial and Color Code:

K - Keyboard (Red)
M -  Mouse (Blue)
B - Button (Yellow)
SI - Synchro-Input (Green) 
Seq - Sequence Input (Magenta)
TI - Touch Input (Lime Green)
TS - Touch Sync Input (Olive Green)
TSq - Touch Sequence Input (Purple)
U - uGUI Input (Teal)
USy - uGUI Sync Input (Dark Green)
USq - uGUI Sequence Input (Light Purple)
 
Third Party Assets are supported too, these include:​
  • InControl
  • Control Freak
  • More Third Party Assets Coming Soon
 
2. Activator Filter 
This is used to show the specific Activator Type to unclutter the Activator Setup Menu. 

3. Debug Mode 
This is used to get information feedback from the GAC System. It provides multiple types of information:

Animation Info - logs when an animation has been linked in a combo.
Hit Info - logs when a hit is detected from an animation. 
Hit Range Info - logs when object is within hit range of the closest attack
Target Info - logs when the object is added as a target to the Target Tracker when within range
Input Info - logs what inputs are used
Context Info - logs when a context variable value is updated
 
4. Input Response Settings
This provides access to edit the Input Response Times of each Input Source.  The Input Response Time is the time it takes after an input for the Activator to trigger an animation. This process is used for Sync and Sequence Activators; the more time in the Input Response settings, the easier to trigger these Activators. If a Sync/Sequence Activator is failed to be triggered, the matching input Activator will default and play (For eg. A+S Sync Activator is attempted, but player failed to finish input properly, the Activator that is set to just the A or S key will play depending on which key was first pushed). The default settings are optimal to reduce the 'input lag' and also allows the ability to successfully perform Sync/Sequence Activators but can be adjusted (For eg, there will be no Sync or Sequence Activators in the game so reduce the Input Response Time). The current settings shown in diagram are defaults and when using either InControl or Control Freak Editors, their specific settings will also be available to adjust. Click on the Input Response Debug button to jump to this section on how to use this in Game Mode for debugging purposes.

5. Resolution Mode (For Touch Activators)
This provides a popup menu of the current list of Resolutions available to set for the Platform (PC/Mac, Web, iOS and Android) being developed on in Unity. This is only available when Touch Activators are being used. The buttons from right to left are:

Reset - Resets the settings for the selected Resolution
Save - Save the settings for the selected Resolution

6. Resolution Orientation (For Touch Activators)
This provides the orientation to show the resolution in to save TAGs on. These option is only available for iOS and Android Platforms in Unity.

7. Touch Areas GUI (TAG) Options
This area provides info and setting buttons for TAG use. There is a status box that shows when the Build mode is enabled/disabled and TAG Window is ready/not ready. And the following 2 buttons are:

Enable TAG in Play Mode/Build - Shows the TAG in build mode or on the device for debugging purposes only; remove it for final build.
Start TAG Resolution Simulation - This opens the TAG Window that shows an adjusted version of the Resolution selected in the Popup menu. See Touch Areas GUI page for more info.

8. Key Activator
From left to right, after the Activator Number popup:

Input Event State - This provides a popup of the state for the input; these are Hold, Press and Release. These events pertain to Unity Input Scripting so for e.g. Hold = GetKey(), Press = GetKeyDown() and Release = GetKeyUp()
Key Selection - This provides the list of Keyboard keys that can be used for this input type

9. Context Variable Spot
This allows the selection of the Context Variable to add to the Context Spot for use in the Activator Slot. Activator Slots can contain Up to 5 Context Spots to use for Context Variables Conditions.

10. Mouse Activator
There is only one distinguished option for the Activator Type:

Mouse Buttons - This provides a popup to select from the 3 Mouse buttons that are Left, Right and Middle. It is the 5th popup menu from the left.

11. Button Activator
This Activator Type is multi-faceted so it's options depend Button Type selected from the popup menu:

Button Type - The 5th popup menu from the left provides the options of using Sticks or Buttons:

Stick Option
Input Direction - The 4th popup menu from the left provides the directions the controller stick must be placed in for the Activator Slot; 8 directions available to select from.

Button Option - This option provides the default Input Event State

Text Field(s)
These Text Field(s) are used for the name of the button that needs to be accessed from Unity’s Input Manager. Sticks Option provide 2 Text Fields to use for controller sticks setup in the Unity Input Manager. They correspond to the X and Y axis of controller sticks and this is defaulted as Horizontal and Vertical (In Unity Input Manager) which you can place in the text fields to use.  Buttons Option just provides one Text Field that can be used for a specific button setup in the Unity Input Manager.

12. Touch Activator
This Activator comes with a few specific features that are listed below:

Touch Activator Name - Shows the name and finalized settings used to create this Touch Activator; this is the box shown above the Activator Slot
ON/OFF button - This turns the Touch Input box on/off from the TAG Window and Game View
Gesture Direction - The 4th popup from the left allows the selection of the gesture direction
Finger Amount - The 5th popup from the left allows the selection of number of fingers to recognize.
For more info see Touch Areas GUI page.

13. Sync and Sequence Activator 
The Sync Activator Type allows the selection of Input Type(s) (Keyboard, Mouse, Unity Input Manager Buttons) to input simlutaneously for an event. The Sequence Activator Type allows the selection of Input Type(s) (Keyboard, Mouse, Unity Input Manager Buttons) to input in sequence for an event. For more info see Sync And Sequence Activators page. The specific options for these Activator Types are:

Sync/Sequence Activator Name - Shows the name and input events combined; the '+' signifies combination and the '>' signifies the sequence
Show/Hide Input Syncs/Sequences button - Shows or hides the Synchro/Sequence Activator name

14. Charged Activator
This allows the option to have an input be 'Charged up' or Held Down to activate a different animation. This option can be accessed by first making sure the Input State is set to Hold. Then click on the Input Initial of the Activator (For eg. 'K' for the Keyboard activator); this will open up the drop down menu. Select 'Add Charge' to add a Charge Slot. Select the dropdown again and click 'Remove Charge' to remove the Charge Slot. The attributes of the Charge Slot are listed below:
 
Charge Animation - This is the animation to use to signify the character 'Charging Up'
Charge Time Slider - This is the time the input needs to be held for to trigger the Activator animation
Idle Animation - This is the animation use when Charge Time has been met but the input is still being held down. This will only have animations set to                                      be used as Charging Idle animations from the Animations Setup menu. The dropdown will say None if no animations were set and                                      will not allow the Activator to be SET for use.
The following will discuss the shared options between all Activator types:

Shared Options
All Activators share these options (starting from the left):

Input Type Options - Clicking on the Input Type Name Initial that has the 2 opposing arrows will provide a popup menu with options that include:
                                               Add Context - For adding new Context Spots discussed above
                                               Hide/Show Context - To hide or show the Context Spot
                                               Add Charge - For adding or removing Charged Slots discussed above
Starter Name - The 2nd popup menu in an Activator Slot used to select the Starter Name to call
Activator Number - The 3rd popup menu used to select the Activator Number to call 
SET/EDIT button - These allow to finalize or edit the setup of the Activator Slot
MOVE button - This allows to reorganize the Activator Slot by moving above or below other Activator Slots
The Input Response Time Debug is used to adjust the Input Response Times when the game is in Play Mode or in a build. This helps in testing out Sync and Sequence setups.
 
1. TAG ENABLE/DISABLE
This shows or hides the TAG when using Touch Input Source.
 
2. Input Response Slider
This is used to adjust the response time for inputs.
 
3. Input Source Name
This displays the Input Source being used
 
4. Input Response Timer
This displays the time counting down after the input before triggering  the animation. This will change to "Sync Timer" when there is a Sync Activator connected to an input or "Sequence Timer" when there is a Sequence Activator connected to an Sync Input.
 
5. RESET
This is set to reset the Input Response Time to it's default settings
 
6. Input Source
Select the Input Source to use. These include Default, Touch, uGUI, InControl and Control Freak. Each Input Source has their own Input Response Time default.
 
7. Target GAC Object
A GAC object needs to be added to use the Input Response Debug.