GAC provides it's own custom Hit Detection system with it's Target Tracker. This system is not necessary to use GAC so a custom hit detection system could be used. Using this system though provides a simple and effective way of doing hit detections with GAC.

1. Target ID
This is used to give an ID to each target game object in runtime.

2. Movement Component
Use to setup the type of Movement Component to use. Select between using Character Controller, 3D 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. 
This will not show if the Target Tracker is added to a game object that has the main GAC script added; it will use the Movement Component already selected in the GAC Inspector. For E.G. Multiplayer games where both characters need the GAC and Target Tracker scripts.
3. Animation Controller Type 
Use this to setup what the type of Animation Component you will be using. Select between using Legacy or Mecanim animations. 
 
This will not show if the Target Tracker is added to a game object that has the main GAC script added; it will use the Animation Controller already selected in the GAC Inspector.
4. 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.
This will not show if the Target Tracker is added to a game object that has the main GAC script added because of the Movement Component already being used.
5. Show/Hide Parameter Gizmo
This is used to show or hide the parameter gizmo for this target object

6. Parameter Size
This is used to increase the size of the Parameter around the object. The parameter size uses both the X and Z axis for 3D games to view from top down (Y axis) while using 2D Movement Component uses both X and Y axis to view from the front (Z axis).

7. Parameter Position
This is used to adjust the position of the parameter around the object. 3D Movement Components uses the 3 axis while 2D uses X and Y of course.

8. X Hit Sensitivity
GAC uses hit detection vertices so this is used to make the hit detection to be easily tracked in detail. The way this works is to add more hit detection vertex points around the X parameter axis and more points means more chances of detection.

9. Y Hit Sensitivity
GAC uses hit detection vertices so this is used to make the hit detection to be easily tracked in detail. The way this works is to add more hit detection vertex points around the Y parameter axis and more points means more chances of detection.

10. Turn Damage Feedback Button 
Use this to turn ON/OFF the use of Damage Feedback. Damage Feedback is used for providing a reaction when the Target Tracker has detected a hit and needs to send visual representation of the hit. Turning it ON adds a new Damage Slot to it's list. Turning it OFF removes any and all Damage Slots in the list. There can be as many Damage Slots in the list as needed.

11. Damage Feedback Settings
There are multiple settings provided to customize the setup of damage feedback. From Left to Right:

Damage Feedback Number - This number represents the number in the slot that the Damage Feedback will be able to be called by
Turn Knockback ON/OFF - This turns the use of Knockback Movement On/Off (see below for more detail on Knockback Amount)
Movement Range Slider - Set the ranges for when to move the game object during animation (This is only shown when Animation Use is ON)
Movement Speed - Set this for how fast to move the game object (This is only shown when Animation Use is OFF)
Damage Animation - This provides a popup of animations to use to set a damage feedback
Damage Animation Use Button - Turn ON/OFF to use Damage Animations

12. Knockback Amount
This is used to set the amount to move the game object by. 3D provides the 3 axis while 2D provides X and Y of course.