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Components
Ilia Petrov-Komotskii edited this page Sep 29, 2026
·
5 revisions
Scene components under Add Component → Mane Tools.
Both follow a Transform target every Update.
-
PositionFollowerSimple—Speedis a catch-up factor (0= stay,1= snap this frame).Vector3.Lerp. -
PositionFollowerByDistance— catch-up from anAnimationCurvesampled by world distance (X = distance, Y = factor).0stays,1snaps this frame. Values in between are frame-rate compensated around 60 fps, not passed straight toLerp.
simple.Target = player;
simple.Speed = .2f; // PositionFollowerSimple
byDistance.Target = player;
byDistance.AnimationCurve = curve; // X = world lag, Y = catch-upScreenshot:
position-follower.png— inspector with target and speed / curve. Host athttps://raw.githubusercontent.com/wiki/ManeFunction/ManeTools-Unity/position-follower.png.
Mirrors this object's enabled state onto a list of GameObjects. Null list and missing entries are skipped.
// Enable this component → bound objects SetActive(true)
// Disable → SetActive(false)Screenshot:
state-sync.png— bind array on a ManeStyle inspector. Host athttps://raw.githubusercontent.com/wiki/ManeFunction/ManeTools-Unity/state-sync.png.
Raises OnStateChanged with (GameObject, State) on enable, disable, and destroy. State is [Flags]: Enabled, Disabled, Destroyed.
detector.OnStateChanged += (go, state) =>
{
if (state == StateChangeDetector.State.Disabled)
pool.Return(go);
};openupm add com.manefunction.tools-unity