# Create Parkour Actions

### 1. Create Parkour Action ScriptableObject

Go to <mark style="color:green;">Create > Parkour System > New Parkour Action</mark> to create a new parkour action

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<div align="left"><figure><img src="https://2072522777-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJFBh2TZqtexSybhI3ygp%2Fuploads%2FWb1gCqRQOwkKqg9mjlfk%2FScreenshot%202023-11-01%20171459.png?alt=media&#x26;token=190c0cd7-459e-4f2c-be3f-28b5d073e085" alt=""><figcaption></figcaption></figure></div>

**Anim Name:** Name of the animation to play for performing the parkour action

**Min Height:** Minimum height of the obstacle on which this parkour action can be performed

**Max Height:** Maximum height of the obstacle on which this parkour action can be performed

**Rotate To Obstacle:** If true, the player will rotate towards the obstacle while performing the parkour action

**Vault Type:** Determines if this parkour action makes the player vault over or vault onto the obstacle

**Obstacle Tag:** If obstacle tag is given, then this parkour action will only be performed on obstacles with the same tag

**Post Action Delay:** Delay before giving the control to the player after the parkour action. Useful for actions that require an additional transition animation.

#### **Target Matching**

**Enable Target Matching:** If true, the parkour action will use target matching. This is useful for adapting the same animation to obstacles of different sizes

**Match Body Part:** The body part that should be used for target matching

**Match Start Time:** Normalized time of the animation at which the target matching should start

**Match Target Time:** Normalized time of the animation at which the target matching should end

**Match Pos Weight:** Determines the axes that the target matching should affect

### 2. Add Animation To Animator Controller

Go to **ParkourActions** sub-state machine

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Drag the animation onto the **sub-state machine** (**ParkourActions**) and create a transition to the **Base Layer** (Locomotion)

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