> For the complete documentation index, see [llms.txt](https://fantacode.gitbook.io/parkour-and-climbing-system/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://fantacode.gitbook.io/parkour-and-climbing-system/create-parkour-actions.md).

# 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

<div align="left"><figure><img src="/files/7h3Fn5gvPGf8SiZobRua" alt=""><figcaption></figcaption></figure></div>

<div align="left"><figure><img src="/files/Nd7g2af89x5OzxM7OazJ" 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

<div align="left" data-full-width="false"><figure><img src="/files/Uz9vb7dxg06OLfy1qAWA" alt=""><figcaption></figcaption></figure></div>

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

<figure><img src="/files/Ml6xxDFv6u167E5ylJEA" alt=""><figcaption></figcaption></figure>
