The Animations Setup menu provides the settings needed to get your animations prepared for use in the GAC system. 
 
1. Animation Controller Type 
Use this to setup what the type of animation component you will be using. Select between using Legacy or Mecanim animations. With Mecanim Animation Controller Type, GAC can also retrieve animations from Substate Machines.

2. Movement Component
Use to setup the type of movement component to use. Select between using Character Controller3D with Rigidbody or 2D with Rigidbody (For 2D games). The Character Controller and 3D with Rigidbody share similar options while 2D with Rigidbody provides specific options for making 2D games. Using the Rigidbody options opens up the possibility to add physics with GAC.

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 context variables change

4. Activators 
Activators are used to hold input methods (e.g. Key Press -A, Touch- slide, Mouse -drag). They can be used for any input method you setup for your games. Activators are needed to start creating combos. 

5. Movement Components Add/Remove Buttons
GAC will notify when a specific component is needed based on the Movement Component option selected. The buttons will turn Green to add that needed component; the button can also clicked again when it is Red to remove the component.


6. Tracker Radius/Click To Enable
The tracker radius is used if you want to only add Target Tracker Game Objects that are within this radius. If this is disabled, all Target Tracker Game Objects in the scene are added as a target immediately.

7. Animation Slot Group 
Lists the animations’ name and holds the animations settings. If this is the first Animation Slot being added to GAC, the NEW ANIMATION SLOT button will be shown, otherwise it is disabled. The buttons that are shown in each Animation Slot Group are (from left to right):

Go To Combos Setup Menu - This quickly jumps to the Combo Setup Menu
Go To Activators Setup Menu - This quickly jumps to the Activator Setup Menu
Go To Contexts Setup Menu - This quickly jumps to the Context Setup Menu
Remove Slot - Removes the currently selected Animation Slot
Add Slot - Adds a new Animation Slot below the current slot
Move Down - Moves the Animation Slot down below another slot
Move Up - Moves the Animation Slot up before another slot
Expand All - Opens all Animation Slot foldouts
Close All - Closes all Animation Slot foldouts

8. Animation Play Frame 
Shows a display of the current playing frame of the animation. 

9. Play Mode and Blend Time 
Use this to make your animations play ‘Normal’ or blend them using the ‘Cross-fade’. Blend Time will be accessible when Cross-fade is selected. Set the time animations take to blend into them. 

10. Animation 
Set this animation to this Animation Slot for use in combos from the current animations attached to this Game Object. When using Mecanim animations, GAC will retrieve all animation states from every layer being used. This means each animation state name will have the layer index number it is currently on, for e.g. “Attack1 ‘L-2’” means the animation state is using layer index 2 (which is the third layer after the base layer). 

11. Use As Starter/Use As Charging Idle
-Enable the USE AS STARTER to allow for the animation to be used as a Starter Animation for combos.
-Enable the USE AS CHARGING IDLE to allow for the animation to be used as a Charging Idle Animation in Charged Activators.

12. Link Frame Ranges 
Use the min/max sliders to decide what frames of the specific animation will be able to link into another animation.  You can click the Delay ON/OFF button to toggle the use of this animation to link into a Delayed Animation. Set the Delay Frames that will be able to be triggered by input between what is set with the min/max slider of 0.5f.

13. Delay Frame Ranges 
When the DELAY ON button is clicked you can set the Delay Frames that will be able to trigger animations in combos specifically set up if Input is registered between the min/max slider of 0.5f.

14. Move Frame Ranges 
Turn this on by clicking the MOVE ON button. Use the min/max slider to decide what frames of the specific animation will be able to move the character. 

15. Move Amount 
Use this to set what amount to move the player Game Object in all axis' available (Z-Axis is available only in Character Controller or 3D with Rigidbody modes). SHOW/HIDE ALL button shows/hides the Y and Z Axis.

16. Hit Frame Ranges 
Enable this by clicking HIT ON button. Use the min/max sliders to decide what frames of the specific animation will be able to track hit detection from this animation.  If disabled, the Affect Layer, Affect Distance, Affect Angle and Gizmo will be disabled. 
 
17. Sound Effect
This allows setting a sound effect to this Animation Slot. Click the SOUND ON button to enable, then adjust slider for the frame of the animation to play the sound effect.

18. Affect Layer 
This allows setting any amount of layers that this Animation Slot can affect. Each Animation Slot can have different layers to affect, which provides more freedom for customization based on what Animations Slots are used. 

19. Affect Distance 
Provide the distance range in which the Animation Slot will be able to affect. 

20. Affect Angle 
Provide the angle range in which the Animation Slot will be able to affect. For a more advanced setup, click the HEIGHT ON button, see below.

21. Angle Height 
Provides a more advanced setup to track also the height of a target Game Object to hit. This should used in situations to track for eg. flying enemies. The target will be registered when it is between the Base Angle (The base position of the GAC Game Object) and the Angle Height.

22. Damage Animation Number (DAN)
Set this number to call the corresponding Damage Slot setup of the Target Tracker. Use this to have animation hits provide different damage reactions. The Randomize button allows the randomization of the Damage Slot of the particular Target Tracker.

23. Gizmo and Color 
Use this as a visual feedback on the Distance, Angle and Height that the animation will be able to affect. Change the color on each animation gizmo for customization and readability.