# Documentation

## AnyRPG

- [AnyRPG Introduction](https://docs.anyrpg.org/anyrpg-introduction.md)
- [Installing AnyRPG](https://docs.anyrpg.org/getting-started/installing-anyrpg.md)
- [Unity Asset Store Installation](https://docs.anyrpg.org/getting-started/installing-anyrpg/unity-asset-store-installation.md): Any(MMO)RPG is available via github and the Unity Asset Store. This page describes how to install it from from the Unity Asset Store.
- [Github Installation](https://docs.anyrpg.org/getting-started/installing-anyrpg/github-installation.md): This page describes how to install AnyRPG Core from github.
- [Managing Addons](https://docs.anyrpg.org/getting-started/managing-addons.md): With addons, you can extend AnyRPG with UMA support, FishNet support, and extra asset packs.
- [UMA Installation](https://docs.anyrpg.org/getting-started/managing-addons/uma-installation.md): AnyRPG supports UMA via the AnyRPG UMA Addon
- [AnyMMO (FishNet)](https://docs.anyrpg.org/getting-started/managing-addons/anymmo-fishnet.md): AnyRPG supports online play via the AnyMMO (FishNet) package.
- [FishNet-UMA Integration](https://docs.anyrpg.org/getting-started/managing-addons/fishnet-uma-integration.md): With the FishNet-UMA Integration addon, you can add UMA support to online games.
- [Movement Test Game](https://docs.anyrpg.org/getting-started/managing-addons/movement-test-game.md): The movement test game is a simple once scene game with stairs, ramps, obstacles, and water suitable for testing character controller modifications.
- [CC0 Fantasy Content Pack](https://docs.anyrpg.org/getting-started/managing-addons/cc0-fantasy-content-pack.md): The CC0 Fantasy Content pack is a collection of fantasy assets released under the CC0 license, and suitable for use in any project.
- [A Lost Soul Demo Games](https://docs.anyrpg.org/getting-started/managing-addons/a-lost-soul-demo-games.md): Demos of the game, A Lost Soul, created using the anyrpg-cc0-fantasy-content-pack assets.
- [Included sample games](https://docs.anyrpg.org/getting-started/included-sample-games.md): AnyRPG includes several sample games.  Read on to find out how to play them.
- [Creating your first game](https://docs.anyrpg.org/getting-started/creating-your-first-game.md)
- [Configuring your game](https://docs.anyrpg.org/getting-started/configuring-your-game.md)
- [Adding Content To Your Game](https://docs.anyrpg.org/getting-started/adding-content-to-your-game.md): There are multiple types of content you can add to your game, and multiple ways to add that content.  This page provides a high level overview to get your started.
- [Building Your Game](https://docs.anyrpg.org/getting-started/building-your-game.md)
- [Wizards Introduction](https://docs.anyrpg.org/wizards/wizards-introduction.md): AnyRPG includes several wizards to help you quickly accomplish the important tasks when setting up a new game or adding content to an existing game.
- [New Game Wizard](https://docs.anyrpg.org/wizards/new-game-wizard.md): The New Game Wizard will add a new game to your project and fully configure all the minimally required directories, scriptable objects, prefabs and scenes so it is ready to play immediately.
- [New Scene Wizard](https://docs.anyrpg.org/wizards/new-scene-wizard.md): The New Scene Wizard will add a new scene to your project based on an existing scene, or using a blank template scene.
- [Add  UMA Support Wizard](https://docs.anyrpg.org/wizards/add-uma-support-wizard.md): The Add UMA Support Wizard add UMA support to any game that does not yet have it.
- [New Equipment Set Wizard](https://docs.anyrpg.org/wizards/new-equipment-set-wizard.md): The New Equipment Set Wizard will create equipment, an equipment set for the equipment, an optional vendor collection, and an optional loot table.
- [Animation Profile Wizard](https://docs.anyrpg.org/wizards/animation-profile-wizard.md): The Animation Profile Wizard will create an animation profile from a list of animations and optionally add the required events to attack animations.
- [Screenshot Wizard](https://docs.anyrpg.org/wizards/screenshot-wizard.md): The Screenshot Wizard helps you quickly make icons of any 3D model.
- [Billboard Wizard](https://docs.anyrpg.org/wizards/billboard-wizard.md): The Billboard Wizard helps you quickly make a billboard from a tree to use with LOD.
- [Template Content Wizard](https://docs.anyrpg.org/wizards/template-content-wizard.md): The Template Content Wizard allows you to quickly install template content in your game.
- [New Character Wizard](https://docs.anyrpg.org/wizards/new-character-wizard.md): The new character wizard helps you import character models and set them up as NPC or player characters.
- [New Weapon Wizard](https://docs.anyrpg.org/wizards/new-weapon-wizard.md): The new weapon wizard creates weapon items and special weapon handle prefabs that ensure a weapon is in the correct orientation when equipped.
- [Minimap Wizard](https://docs.anyrpg.org/wizards/minimap-wizard.md): The minimap wizard creates a top down image of a scene to be used for the main map and minimap.
- [Rename Wizard](https://docs.anyrpg.org/wizards/rename-wizard.md): The rename wizard renames multiple files at once by searching for and replacing strings in the provided list of files.
- [Sync Resource Name Wizard](https://docs.anyrpg.org/wizards/sync-resource-name-wizard.md): The sync resource name wizard syncs the resource name field with the file name of any Scriptable Object included with AnyRPG.
- [Scriptable Objects Introduction](https://docs.anyrpg.org/scriptable-objects/scriptable-objects-introduction.md)
- [Abilities](https://docs.anyrpg.org/scriptable-objects/abilities.md): Abilities allow the character to perform actions such as attacks, casting spells, crafting, and gathering.
- [Craft Ability](https://docs.anyrpg.org/scriptable-objects/abilities/craft-ability.md): Craft abilities are special types of abilities that do not require ability effects and will automatically craft the current item in the crafting queue when the cast is complete.
- [Gather Ability](https://docs.anyrpg.org/scriptable-objects/abilities/gather-ability.md): Gather abilities are special types of abilities that do not require ability effects and will automatically gather from the current gathering node when the cast is complete.
- [Ability Effects](https://docs.anyrpg.org/scriptable-objects/ability-effects.md): Ability effects are the components (building blocks) responsible for the behavior or all spells or attacks and can be combined together to create unique and power abilities.
- [AOE Effect](https://docs.anyrpg.org/scriptable-objects/ability-effects/aoe-effect.md): An aoe effect is a type of intermediate effect that is responsible for choosing multiple valid targets and casting any additional ability effects on them.
- [Attack Effect](https://docs.anyrpg.org/scriptable-objects/ability-effects/attack-effect.md): An attack effect does damage to a target, draining one or more power resources.
- [Capture Pet Effect](https://docs.anyrpg.org/scriptable-objects/ability-effects/capture-pet-effect.md): A capture pet effect captures a pet, allowing the caster to call it to follow them and aid them in combat at any time.
- [Channeled Effect](https://docs.anyrpg.org/scriptable-objects/ability-effects/channeled-effect.md): A channeled effect is a type of intermediate effect that is responsible for delaying the cast of subsequent effects.
- [Direct Effect](https://docs.anyrpg.org/scriptable-objects/ability-effects/direct-effect.md): A direct effect is a type of intermediate effect that can be used to chain multiple effects together.
- [Heal Effect](https://docs.anyrpg.org/scriptable-objects/ability-effects/heal-effect.md): A heal effect heals a target, restoring one or more power resources.
- [Instant Effect](https://docs.anyrpg.org/scriptable-objects/ability-effects/instant-effect.md): An instant effect is a type of intermediate effect that casts other effects.  It is most useful for spawning visual effects before casting other effects.
- [Knock Back Effect](https://docs.anyrpg.org/scriptable-objects/ability-effects/knock-back-effect.md): A knock back effect knocks the character away from the caster, sending them flying backwards in the air.
- [Mount Effect](https://docs.anyrpg.org/scriptable-objects/ability-effects/mount-effect.md): A mount effect allows a character to summon and ride a mount.
- [Pet Control Effect](https://docs.anyrpg.org/scriptable-objects/ability-effects/pet-control-effect.md): A pet control effect is a special type of status effect that ensures that a character will automatically summon a pet whenever it does not have an active pet.
- [Pet Effect](https://docs.anyrpg.org/scriptable-objects/ability-effects/pet-effect.md): A pet effect is a special type of status effect that includes an additional check to ensure the target is a capturable pet before putting it under the casters control.
- [Projectile Effect](https://docs.anyrpg.org/scriptable-objects/ability-effects/projectile-effect.md): A projectile effect spawns a projectile which moves toward a target, and casts subsequent effects when it hits the target.
- [Rain Effect](https://docs.anyrpg.org/scriptable-objects/ability-effects/rain-effect.md): A rain effect is a special type of aoe effect that targets subsequent ability effects toward the ground.
- [Remove Effect](https://docs.anyrpg.org/scriptable-objects/ability-effects/remove-effect.md): A remove effect removes a status effect from the target.
- [Resurrect Effect](https://docs.anyrpg.org/scriptable-objects/ability-effects/resurrect-effect.md): A resurrect effect brings a dead character back to life.
- [Status Effect](https://docs.anyrpg.org/scriptable-objects/ability-effects/status-effect.md): A status effect is an effect that is applied to a character for a certain time period (or indefinitely) and can be beneficial or harmful by restricting or enhancing their capabilities and powers.
- [Summon Effect](https://docs.anyrpg.org/scriptable-objects/ability-effects/summon-effect.md): A summon effect summons a character to act as a pet.
- [Taunt Effect](https://docs.anyrpg.org/scriptable-objects/ability-effects/taunt-effect.md): A taunt effect forces an AI enemy to target the caster for a specified amount of time.
- [Teleport Effect](https://docs.anyrpg.org/scriptable-objects/ability-effects/teleport-effect.md): A teleport effect teleports the caster to another scene.
- [Achievement](https://docs.anyrpg.org/scriptable-objects/achievement.md): An achievement is a special type of quest that is not tracked in the quest log, that you generally reward the player with for reaching key moments or completing difficult or obscure challenges.
- [Animated Action](https://docs.anyrpg.org/scriptable-objects/animated-action.md): Animated Actions allow the character to perform any animation.
- [Animation Profile](https://docs.anyrpg.org/scriptable-objects/animation-profile.md): An animation profile stores a list of animations for re-use in unit prefab properties or weapons.
- [Armor Class](https://docs.anyrpg.org/scriptable-objects/armor-class.md): An armor class defines how much armor equipment should receive, and optionally who can wear the equipment.
- [Attachment Profile](https://docs.anyrpg.org/scriptable-objects/attachment-profile.md): An attachment profile is a mapping of user-friendly bone names to actual bone names, and allows spell effects and equipment to be properly attached to characters with completely different bone names.
- [Audio Profile](https://docs.anyrpg.org/scriptable-objects/audio-profile.md): An audio profile contains a list of one or more audio clips to play, and can be used for many purposes, including music and sound effects.
- [Behavior Profile](https://docs.anyrpg.org/scriptable-objects/behavior-profile.md): A behavior profile is a list of commands that can be sent to a character unit at specified time intervals using Unity's SendMessage functionality.
- [Character Class](https://docs.anyrpg.org/scriptable-objects/character-class.md): A character class gives characters access to abilities, traits, power resources, character stats, weapon skills, and armor skills.
- [Character Race](https://docs.anyrpg.org/scriptable-objects/character-race.md): A character race gives characters access to abilities, traits, power resources, character stats, weapon skills, and armor skills.
- [Character Stat](https://docs.anyrpg.org/scriptable-objects/character-stat.md): Character stats are attributes that define a character's aptitudes and can affect secondary stats, power resource amounts, and power resource regeneration rates.
- [Chat Commands](https://docs.anyrpg.org/scriptable-objects/chat-commands.md): Chat commands are special text strings that are typed into the chat box in the chat log that execute commands.
- [Action Command](https://docs.anyrpg.org/scriptable-objects/chat-commands/action-command.md): Action commands allow the player to perform animation actions.
- [Character Group Command](https://docs.anyrpg.org/scriptable-objects/chat-commands/character-group-command.md): Character group commands allow the player to perform group management.
- [Chat message Command](https://docs.anyrpg.org/scriptable-objects/chat-commands/chat-message-command.md): Chat message commands allow the player to send messages.
- [Composite Command](https://docs.anyrpg.org/scriptable-objects/chat-commands/composite-command.md): Composite commands trigger one or more chat commands of any type.
- [Friend Command](https://docs.anyrpg.org/scriptable-objects/chat-commands/friend-command.md): Friend commands allow the player to manage friends.
- [Gain Currency Command](https://docs.anyrpg.org/scriptable-objects/chat-commands/gain-currency-command.md): Gain currency commands provide the player character with currencies.
- [Gain Experience Command](https://docs.anyrpg.org/scriptable-objects/chat-commands/gain-experience-command.md): Gain experience commands increase the players experience points.
- [Gain Item Command](https://docs.anyrpg.org/scriptable-objects/chat-commands/gain-item-command.md): Gain item commands add items to the players inventory.
- [Guild Command](https://docs.anyrpg.org/scriptable-objects/chat-commands/guild-command.md): Guild commands allow the player to manage guilds.
- [Learn Ability Command](https://docs.anyrpg.org/scriptable-objects/chat-commands/learn-ability-command.md): Learn ability commands allow the player to learn abilities.
- [Load Scene Command](https://docs.anyrpg.org/scriptable-objects/chat-commands/load-scene-command.md): Load scene commands immediately load a scene.
- [Set Character Class Command](https://docs.anyrpg.org/scriptable-objects/chat-commands/set-character-class-command.md): Set character class commands set the player's character class.
- [Set Class Specialization Command](https://docs.anyrpg.org/scriptable-objects/chat-commands/set-class-specialization-command.md): Set class specialization commands set the player's character class specialization.
- [Set Faction Command](https://docs.anyrpg.org/scriptable-objects/chat-commands/set-faction-command.md): Set faction commands set the player's faction.
- [Set Level Command](https://docs.anyrpg.org/scriptable-objects/chat-commands/set-level-command.md): Set level commands set the player level.
- [Class Specialization](https://docs.anyrpg.org/scriptable-objects/class-specialization.md): A class specialization gives characters access to abilities, traits, power resources, character stats, weapon skills, and armor skills.
- [Combat Strategy](https://docs.anyrpg.org/scriptable-objects/combat-strategy.md): A combat strategy defines phases of a fight, which controls what abilities and buffs an AI character will use depending on their health.
- [Credits Category](https://docs.anyrpg.org/scriptable-objects/credits-category.md): Credits categories contain credits and allow organizing them on the credits page in the engine.
- [Currency](https://docs.anyrpg.org/scriptable-objects/currency.md): Currencies are in-game money that can be given as quest rewards, and used when buying or selling items to/from vendors.
- [Currency Group](https://docs.anyrpg.org/scriptable-objects/currency-group.md): A currency group is a collection of currencies that can be automatically converted using defined exchange rates, similar to dollars and cents in the real world.
- [Cutscene](https://docs.anyrpg.org/scriptable-objects/cutscene.md): A cutscene is a convenient way of displaying important events by moving the camera to predefined points, showing subtitles, and optionally triggering a timeline to make objects perform actions.
- [Dialog](https://docs.anyrpg.org/scriptable-objects/dialog.md): Dialogs allow AI characters to talk, either through a dialog window in conversation with a player character, or via a monologue that shows in a popup above the character's head.
- [Environment State Profile](https://docs.anyrpg.org/scriptable-objects/environment-state-profile.md): An environment state profile references a skybox material profile and can be used to change the skybox from a timeline during a cutscene.
- [Equipment Model Profile](https://docs.anyrpg.org/scriptable-objects/equipment-model-profile.md): An equipment model profile contains information about how gear will be displayed when an item is equipped.
- [Equipment Set](https://docs.anyrpg.org/scriptable-objects/equipment-set.md): An equipment set defines two or more pieces of equipment that when worn together, grant the user extra traits (ability effects).
- [Equipment Slot Profile](https://docs.anyrpg.org/scriptable-objects/equipment-slot-profile.md): An equipment slot profile defines a physical slot that equipment can be placed in when equipped on a character. Most games will probably not need to adjust these.
- [Equipment Slot Type](https://docs.anyrpg.org/scriptable-objects/equipment-slot-type.md): An equipment slot type is an abstraction that allows the user to define multiple physical equipment slots that equipment can be equipped in.
- [Faction](https://docs.anyrpg.org/scriptable-objects/faction.md): Factions allow for groups of characters to have the same relationship disposition toward other groups of characters.
- [Game Extension](https://docs.anyrpg.org/scriptable-objects/game-extension.md): The game extension is designed to allow you to inject prefabs into the DontDestroyOnLoad container at game run time without modifying the loading scene.
- [Interactable Option Configurations](https://docs.anyrpg.org/scriptable-objects/interactable-option-configurations.md): Interactable option configurations are shared configurations that allow for the re-use of specific interactable settings among different NPCs.
- [Bank Config](https://docs.anyrpg.org/scriptable-objects/interactable-option-configurations/bank-config.md): A bank config creates a bank interactable option, which allows the character to store items.
- [Auction Config](https://docs.anyrpg.org/scriptable-objects/interactable-option-configurations/auction-config.md): An auction config creates an auction interactable option, which allows the player to buy and sell items.
- [Behavior Config](https://docs.anyrpg.org/scriptable-objects/interactable-option-configurations/behavior-config.md): A behavior config creates behavior interactable options, allowing automatic or player initiated behaviors to be run by a character.
- [Character Creator Config](https://docs.anyrpg.org/scriptable-objects/interactable-option-configurations/character-creator-config.md): A character creator config creates a character creator interactable option, which allows a character to open the character creator window, giving the player the ability to change their appearance.
- [Class Change Config](https://docs.anyrpg.org/scriptable-objects/interactable-option-configurations/class-change-config.md): A class change config creates a class change interactable option, which opens the class change window, allowing the player to change their character class.
- [Crafting Node Config](https://docs.anyrpg.org/scriptable-objects/interactable-option-configurations/crafting-node-config.md): A crafting node config creates a crafting interactable option, allowing the player to open the crafting window and craft items.
- [Cutscene Config](https://docs.anyrpg.org/scriptable-objects/interactable-option-configurations/cutscene-config.md): A cutscene config creates a cutscene interactable option, which loads and plays a cutscene.
- [Dialog Config](https://docs.anyrpg.org/scriptable-objects/interactable-option-configurations/dialog-config.md): A dialog config creates a dialog interactable option, allowing the player to open a dialog window and interact with it.
- [Faction Change Config](https://docs.anyrpg.org/scriptable-objects/interactable-option-configurations/faction-change-config.md): A faction change config creates a faction change interactable option, allowing the player to open the faction change window and change their faction.
- [Gathering Node Config](https://docs.anyrpg.org/scriptable-objects/interactable-option-configurations/gathering-node-config.md): A gathering node config creates a gathering node interactable option, allowing the player to gather crafting resources.
- [Guildmaster Config](https://docs.anyrpg.org/scriptable-objects/interactable-option-configurations/guildmaster-config.md): A guildmaster config creates a guildmaster interactable option, which allows the player to create a guild.
- [Item Pickup Config](https://docs.anyrpg.org/scriptable-objects/interactable-option-configurations/item-pickup-config.md): An item pickup config creates an item pickup interactable option, allowing the player to loot items.
- [Load Scene Config](https://docs.anyrpg.org/scriptable-objects/interactable-option-configurations/load-scene-config.md): A load scene config creates a load scene interactable option, allowing the player to travel to another scene by interacting with it.
- [Lootable Character Config](https://docs.anyrpg.org/scriptable-objects/interactable-option-configurations/lootable-character-config.md): A lootable character config creates a lootable character interactable, allowing the player to loot the character when it dies.
- [Mailbox Config](https://docs.anyrpg.org/scriptable-objects/interactable-option-configurations/mailbox-config.md): A mailbox config creates a mailbox interactable option, which allows the player to read and send mail.
- [Moveable Prefab Config](https://docs.anyrpg.org/scriptable-objects/interactable-option-configurations/moveable-prefab-config.md): A moveable prefab config creates a moveable prefab interactable option, which allows the prefab to be moved or rotated by interacting with a switch.
- [Music Player Config](https://docs.anyrpg.org/scriptable-objects/interactable-option-configurations/music-player-config.md): A music player config creates a music player interactable option, allowing the player to open a window with a list of audio clips and play them.
- [Name Change Config](https://docs.anyrpg.org/scriptable-objects/interactable-option-configurations/name-change-config.md): A name change config creates a name change interactable option, which allows the player to change their name.
- [Patrol Config](https://docs.anyrpg.org/scriptable-objects/interactable-option-configurations/patrol-config.md): A patrol config creates a patrol interactable option, allowing the player to trigger patrols by interacting with the character.
- [Quest Giver Config](https://docs.anyrpg.org/scriptable-objects/interactable-option-configurations/quest-giver-config.md): A quest giver config creates a quest giver interactable option, allowing the player to start or turn in quests when they interact with the character.
- [Skill Trainer Config](https://docs.anyrpg.org/scriptable-objects/interactable-option-configurations/skill-trainer-config.md): A skill trainer config creates a skill trainer interactable option, allowing the player to learn skills from the character.
- [Specialization Change Config](https://docs.anyrpg.org/scriptable-objects/interactable-option-configurations/specialization-change-config.md): A specialization change config creates a specialization change interactable option, allowing the player to change their class specialization by interacting with the character.
- [Storage Container Config](https://docs.anyrpg.org/scriptable-objects/interactable-option-configurations/storage-container-config.md): A storage container allows the player to store items that will be persisted with the game save data.
- [Teleport Config](https://docs.anyrpg.org/scriptable-objects/interactable-option-configurations/teleport-config.md): A teleport config creates a teleport interactable option, allowing the player to teleport to another scene by interacting with it.
- [Unit Spawn Controller Config](https://docs.anyrpg.org/scriptable-objects/interactable-option-configurations/unit-spawn-controller-config.md): A unit spawn controller config creates a unit spawn controller interactable option, allowing the player to spawn character units from a popup window.
- [Vendor Config](https://docs.anyrpg.org/scriptable-objects/interactable-option-configurations/vendor-config.md): A vendor config creates a vendor interactable option, allowing the player to buy or sell items when interacting with the character.
- [Items](https://docs.anyrpg.org/scriptable-objects/items.md): Items are objects that can be placed in the character inventory.
- [Action Effect Item](https://docs.anyrpg.org/scriptable-objects/items/action-effect-item.md): Action effect items perform an animated action and cast an ability effect when used.  They are commonly used as flasks and scrolls.
- [Armor](https://docs.anyrpg.org/scriptable-objects/items/armor.md): Armor is wearable equipment that can have an armor class associated with it, optionally restricting who can wear it based on their known armor skills.
- [Bag](https://docs.anyrpg.org/scriptable-objects/items/bag.md): A bag is a type of item that can expand a player's inventory space or bank space when equipped.
- [Currency Item](https://docs.anyrpg.org/scriptable-objects/items/currency-item.md): A currency item is an item that provides a specific amount of a specific currency to a player when used.
- [Equipment](https://docs.anyrpg.org/scriptable-objects/items/equipment.md): Equipment is any type of item that can be equipped on a character.
- [Food](https://docs.anyrpg.org/scriptable-objects/items/food.md): Food is a type of resource that is consumed on use and can restore power resources and cast status effects to buff the user.
- [Power Resource Potion](https://docs.anyrpg.org/scriptable-objects/items/power-resource-potion.md): Power resource potions refill power resources and perform animated actions.
- [Quest Start Item](https://docs.anyrpg.org/scriptable-objects/items/quest-start-item.md): A quest start item is an item that can start a quest when used.
- [Recipe Item](https://docs.anyrpg.org/scriptable-objects/items/recipe-item.md): A recipe item is an item that reaches the player a recipe when used.
- [Weapon](https://docs.anyrpg.org/scriptable-objects/items/weapon.md): A weapon is a type of equipment that does damage to an enemy when used.
- [Item Quality](https://docs.anyrpg.org/scriptable-objects/item-quality.md): An item quality can be assigned to an item, allowing that item to share similar settings with other items of the same quality like stat multipliers, icon background colors, and more.
- [Loot Table](https://docs.anyrpg.org/scriptable-objects/loot-table.md): A loot table is a list of items that can drop from any lootable source such as characters, item pickups, and gathering nodes.
- [Material Profile](https://docs.anyrpg.org/scriptable-objects/material-profile.md): A material profile stores a link to a Unity material on disk.
- [Patrol Profile](https://docs.anyrpg.org/scriptable-objects/patrol-profile.md): A patrol profile defines where and how a character will patrol, including locations, timing, and speed.
- [Power Resource](https://docs.anyrpg.org/scriptable-objects/power-resource.md): A power resource is any resource a character can use to cast abilities.  This includes health, since it is possible to configure an ability to use up health upon casting.
- [Prefab Profile](https://docs.anyrpg.org/scriptable-objects/prefab-profile.md): A prefab profile contains a link to a Unity Prefab and information about how to position and scale it relative to its parent.
- [Quest](https://docs.anyrpg.org/scriptable-objects/quest.md): A quest is a type of mission that a player can undertake in order to complete objectives to gain experience, currency, or other types of rewards.
- [Quest Giver Profile](https://docs.anyrpg.org/scriptable-objects/quest-giver-profile.md): A quest giver profile is a shared configuration that allows multiple quest givers to have the same set of quests.
- [Recipe](https://docs.anyrpg.org/scriptable-objects/recipe.md): A recipe is a list of inputs (ingredients) and outputs (finished products) that will be produced when crafting items.
- [Resource Description](https://docs.anyrpg.org/scriptable-objects/resource-description.md): A Resource Description is a multi-purpose file that can be used to overwrite the display names and icons of other types of scriptable objects.  It can also be used to support different languages.
- [Scene Node](https://docs.anyrpg.org/scriptable-objects/scene-node.md): A scene node contains configuration information for a scene file, including background music and many other settings.
- [Scriptable Content Template](https://docs.anyrpg.org/scriptable-objects/scriptable-content-template.md): A scriptable content template is a list of scriptable objects, prefabs, and other scriptable content templates that can be installed in a new game using a wizard to save time.
- [Skill](https://docs.anyrpg.org/scriptable-objects/skill.md): A skill allows you to learn abilities that let you gather or craft items.
- [Status Effect Group](https://docs.anyrpg.org/scriptable-objects/status-effect-group.md): A status effect group defines similar status effects, and prevents a character from having more than one effect from the group active at the same time.
- [Status Effect Type](https://docs.anyrpg.org/scriptable-objects/status-effect-type.md): A status effect type classifies status effects into categories for the purpose of defining which type of remove effect can remove them.
- [Swappable Mesh Model Profile](https://docs.anyrpg.org/scriptable-objects/swappable-mesh-model-profile.md): A swappable mesh model profile contains all of the information about a swappable mesh model so that the character editor and equipment can properly enable or disable the correct meshes.
- [UMA Model Profile](https://docs.anyrpg.org/scriptable-objects/uma-model-profile.md): An UMA model profile contains information about an UMA model so that the character editor can show the the correct slots.
- [Unit Prefab Profile](https://docs.anyrpg.org/scriptable-objects/unit-prefab-profile.md): A unit prefab profile contains information needed to configure the GameObject prefab that represents the character model for any character.
- [Unit Profile](https://docs.anyrpg.org/scriptable-objects/unit-profile.md): A unit profile defines all the information related to a character, including both the character configuration, and properties of the physical model.
- [Unit Toughness](https://docs.anyrpg.org/scriptable-objects/unit-toughness.md): Unit Toughness defines which properties should be multiplied and by how much when scaling the base properties of a character to make it tougher.
- [Unit Type](https://docs.anyrpg.org/scriptable-objects/unit-type.md): A unit type is a way of defining a species, and assigning specific capabilities, stats, and power resources to characters of that type.
- [Vendor Collection](https://docs.anyrpg.org/scriptable-objects/vendor-collection.md): A vendor collection is a list of items that can be sold by a vendor.
- [Voice Profile](https://docs.anyrpg.org/scriptable-objects/voice-profile.md): A voice profile contains lists of audio clips to play in response to certain actions being performed by a character.
- [Weather Profile](https://docs.anyrpg.org/scriptable-objects/weather-profile.md): A weather profile contains settings that define a certain type of weather.
- [Weapon Skill](https://docs.anyrpg.org/scriptable-objects/weapon-skill.md): A weapon skill defines common properties for weapons of the same type.  It can also be optionally required that a character knows it in order to equip or use weapons of that type.
- [Monobehaviours Introduction](https://docs.anyrpg.org/monobehaviours/monobehaviours-introduction.md)
- [Scene Config](https://docs.anyrpg.org/monobehaviours/scene-config.md): An Scene Config is a special type of system script used to allow pressing play from any scene, and having resource selectors work in any scene.
- [Channeled Object Script](https://docs.anyrpg.org/monobehaviours/channeled-object-script.md): A channeled object script is attached to a prefab that should be used as a lightning bolt that travels from the caster to the target while channeling an ability.
- [Channeled Cylinder Script](https://docs.anyrpg.org/monobehaviours/channeled-cylinder-script.md): A channeled cylinder script is attached to a prefab that should be used as a laser beam that travels from the caster to the target while channeling an ability.
- [Edible Object](https://docs.anyrpg.org/monobehaviours/edible-object.md): An Edible Object Script is used on an object that should appear to be eaten or drunk by swapping out 3d models over a certain time period.
- [Projectile Script](https://docs.anyrpg.org/monobehaviours/projectile-script.md): A projectile script is attached to a prefab that will travel through the air toward a target such as fireballs, arrows, tornadoes, etc.
- [Cutscene Camera Controller](https://docs.anyrpg.org/monobehaviours/cutscene-camera-controller.md): A cutscene camera controller is attached to a prefab that will serve as a camera for a cutscene.
- [Playable Director Controller](https://docs.anyrpg.org/monobehaviours/playable-director-controller.md): A playable director controller is attached to a prefab that contains a Playable Director component with a Unity Timeline, and is responsible for playing the timeline.
- [Spawnable](https://docs.anyrpg.org/monobehaviours/spawnable.md): The Spawnable monobehaviour allows spawning and despawning of other Prefabs based on Prerequisite Conditions being satisfied.
- [Interactable](https://docs.anyrpg.org/monobehaviours/interactable.md): The Interactable monobehaviour is required on any Prefab that the player will be able to interact with.  It is also required on Prefabs that are remotely controlled by switches.
- [Interactable Options](https://docs.anyrpg.org/monobehaviours/interactable-options.md): Interactable Options are individual types of interactions that an Interactable can provide.
- [Animated Object](https://docs.anyrpg.org/monobehaviours/interactable-options/animated-object.md): An Animated Object Interactable Option is responsible for triggering an animation on an Animation component.
- [Activatable Object](https://docs.anyrpg.org/monobehaviours/interactable-options/activatable-object.md): An Activatable Object Interactable Option can enable and disable GameObjects at runtime by clicking on them.
- [Auction](https://docs.anyrpg.org/monobehaviours/interactable-options/auction.md): An Auction creates the same Interactable Option as an Auction Config.
- [Bank](https://docs.anyrpg.org/monobehaviours/interactable-options/bank.md): A Bank creates the same Interactable Option as a Bank Config.
- [Behavior Interactable](https://docs.anyrpg.org/monobehaviours/interactable-options/behavior-interactable.md): A Behavior Interactable creates the same Interactable Option as a Behavior Config.
- [Character Creator Interactable](https://docs.anyrpg.org/monobehaviours/interactable-options/character-creator-interactable.md): A Character Creator Interactable creates the same Interactable Option as a Character Creator Config.
- [Class Change Interactable](https://docs.anyrpg.org/monobehaviours/interactable-options/class-change-interactable.md): A Class Change Interactable creates the same Interactable Option as a Class Change Config.
- [Click Switch](https://docs.anyrpg.org/monobehaviours/interactable-options/click-switch.md): An Click Switch can be activated locally (by the player) or remotely (by another switch) and is responsible for activating other Interactable Options.
- [Crafting Node](https://docs.anyrpg.org/monobehaviours/interactable-options/crafting-node.md): A Crafting Node creates the same Interactable Option as a Crafting Node Config.
- [Cut Scene Interactable](https://docs.anyrpg.org/monobehaviours/interactable-options/cut-scene-interactable.md): A Cut Scene Interactable creates the same Interactable Option as a Cutscene Config.
- [Dialog Interactable](https://docs.anyrpg.org/monobehaviours/interactable-options/dialog-interactable.md): A Dialog Interactable creates the same Interactable Option as a Dialog Config.
- [Dropped Item](https://docs.anyrpg.org/monobehaviours/interactable-options/dropped-item.md): A dropped item can be picked up.
- [Faction Change Interactable](https://docs.anyrpg.org/monobehaviours/interactable-options/faction-change-interactable.md): A Faction Change Interactable creates the same Interactable Option as a Faction Change Config.
- [Gathering Node](https://docs.anyrpg.org/monobehaviours/interactable-options/gathering-node.md): A Gathering Node creates the same Interactable Option as a Gathering Node Config.
- [Guildmaster](https://docs.anyrpg.org/monobehaviours/interactable-options/guildmaster.md): A Guildmaster creates the same Interactable Option as a Guildmaster Config.
- [Item Pickup](https://docs.anyrpg.org/monobehaviours/interactable-options/item-pickup.md): An Item Pickup creates the same Interactable Option as an Item Pickup Config.
- [Load Scene Interactable](https://docs.anyrpg.org/monobehaviours/interactable-options/load-scene-interactable.md): A Load Scene Interactable creates the same Interactable Option as a Load Scene Config.
- [Lootable Character](https://docs.anyrpg.org/monobehaviours/interactable-options/lootable-character.md): A Lootable Character creates the same Interactable Option as a Lootable Character Config.
- [Mailbox](https://docs.anyrpg.org/monobehaviours/interactable-options/mailbox.md): A Mailbox creates the same Interactable Option as a Mailbox Config.
- [Moveable Object](https://docs.anyrpg.org/monobehaviours/interactable-options/moveable-object.md): An Moveable Object Interactable Option moves and/or rotates an object between its initial position in the scene and a defined position.
- [Moveable Prefab](https://docs.anyrpg.org/monobehaviours/interactable-options/moveable-prefab.md): A Moveable Prefab creates the same Interactable Option as a Moveable Prefab Config.
- [Music Player](https://docs.anyrpg.org/monobehaviours/interactable-options/music-player.md): A Music Player creates the same Interactable Option as a Music Player Config.
- [Name Change Interactable](https://docs.anyrpg.org/monobehaviours/interactable-options/name-change-interactable.md): A Name Change Interactable creates the same Interactable Option as a Name Change Config.
- [Pressure Switch](https://docs.anyrpg.org/monobehaviours/interactable-options/pressure-switch.md): An Pressure Switch is a type of switch that is activated when a RigidBody with a certain weight moves into its collider.
- [Quest Giver](https://docs.anyrpg.org/monobehaviours/interactable-options/quest-giver.md): A Quest Giver creates the same Interactable Option as a Quest Giver Config.
- [Skill Trainer](https://docs.anyrpg.org/monobehaviours/interactable-options/skill-trainer.md): A Skill Trainer creates the same Interactable Option as a Skill Trainer Config.
- [Specialization Change Interactable](https://docs.anyrpg.org/monobehaviours/interactable-options/specialization-change-interactable.md): A Specialization Change Interactable creates the same Interactable Option as a Specialization Change Config.
- [Storage Container](https://docs.anyrpg.org/monobehaviours/interactable-options/storage-container.md): A storage container allows the storage of items that are saved with the game save data.
- [Teleport Interactable](https://docs.anyrpg.org/monobehaviours/interactable-options/teleport-interactable.md): A Teleport Interactable creates the same Interactable Option as a Teleport Config.
- [Unit Spawn Controller Interactable](https://docs.anyrpg.org/monobehaviours/interactable-options/unit-spawn-controller-interactable.md): A Unit Spawn Controller Interactable creates the same Interactable Option as a Unit Spawn Controller Config.
- [Vendor](https://docs.anyrpg.org/monobehaviours/interactable-options/vendor.md): A Vendor creates the same Interactable Option as a Vendor Config.
- [Environmental Effect Area](https://docs.anyrpg.org/monobehaviours/environmental-effect-area.md): An environmental effect area is an area where any player that enters will have some type of environmental effect applied to him, such as lightning damage, lava damage, poison damage, etc.
- [Movement Sound Area](https://docs.anyrpg.org/monobehaviours/movement-sound-area.md): A Movement Sound Area changes the sound of footsteps for any character in motion in the area.  This can be used to change default footsteps to water splashes, gravel crunches, grass swishing etc.
- [Persistent Object](https://docs.anyrpg.org/monobehaviours/persistent-object.md): A Persistent Object will have its position saved, so when a game is loaded, the object appears in the last place it moved to, instead of its default position in the scene.
- [Respawn Area](https://docs.anyrpg.org/monobehaviours/respawn-area.md): A Respawn Area is designed to be placed below a scene, covering its entire horizontal area, for the purpose of preventing infinite falling if a character falls through the bottom of a scene.
- [Unit Spawn Node](https://docs.anyrpg.org/monobehaviours/unit-spawn-node.md): A Unit Spawn Node is responsible for spawning character units in a scene.
- [Water Body](https://docs.anyrpg.org/monobehaviours/water-body.md): A Water Body is an enclosed area the player can float and swim within.
- [Ability System](https://docs.anyrpg.org/architecture/ability-system.md)
- [Abilities](https://docs.anyrpg.org/architecture/ability-system/abilities.md)
- [Ability Effects](https://docs.anyrpg.org/architecture/ability-system/ability-effects.md)
- [Project Settings](https://docs.anyrpg.org/architecture/project-settings.md)
- [Layers](https://docs.anyrpg.org/architecture/project-settings/layers.md)
- [Tags](https://docs.anyrpg.org/architecture/project-settings/tags.md)
- [Physics Settings](https://docs.anyrpg.org/architecture/project-settings/physics-settings.md)
- [Capabilities](https://docs.anyrpg.org/shared-properties/capabilities.md): Capabilities are lists of abilities, traits, and equipment skills that a character gains access to from capability providers.
- [Environment Preview](https://docs.anyrpg.org/shared-properties/environment-preview.md): Environment preview settings control the preview environment shown when configuring a character when starting a new game.
- [Prerequisite Conditions](https://docs.anyrpg.org/shared-properties/prerequisite-conditions.md): Prerequisite conditions are lists of conditions that must be satisfied, and can be used to gate objects from spawning or interactable options from being available.
- [Stat Scaling Nodes](https://docs.anyrpg.org/shared-properties/stat-scaling-nodes.md): Stat Scaling Nodes define primary stats and their budget per level.  Each point of primary stat can provide direct or rated amounts of secondary stats as well as direct amounts of power resources.

## AnyMMO

- [AnyMMO Introduction](https://docs.anyrpg.org/anymmo/anymmo-introduction.md)
- [Installing AnyMMO](https://docs.anyrpg.org/anymmo/getting-started/installing-anymmo.md): AnyMMO is an addon for AnyRPG that enables online play.
- [Included  sample games](https://docs.anyrpg.org/anymmo/getting-started/included-sample-games.md): AnyMMO includes a sample game.  Read on to find out how to play it.
- [Creating your first game](https://docs.anyrpg.org/anymmo/getting-started/creating-your-first-game.md)
- [Configuring your game](https://docs.anyrpg.org/anymmo/getting-started/configuring-your-game.md)
- [Installing Template Content](https://docs.anyrpg.org/anymmo/getting-started/installing-template-content.md)
- [Running Your Game](https://docs.anyrpg.org/anymmo/getting-started/running-your-game.md): Online games can be run in multiple ways.  Read on to find our more.
- [Wizards Introduction](https://docs.anyrpg.org/anymmo/wizards/wizards-introduction.md)
- [New Game Wizard](https://docs.anyrpg.org/anymmo/wizards/new-game-wizard.md): The New Game Wizard will add a new game to your project and fully configure all the minimally required directories, scriptable objects, prefabs and scenes so it is ready to play immediately.
- [New Scene Wizard](https://docs.anyrpg.org/anymmo/wizards/new-scene-wizard.md): The New Scene Wizard will add a new scene to your project based on an existing scene, or using a blank template scene.
- [New Character Wizard](https://docs.anyrpg.org/anymmo/wizards/new-character-wizard.md): The new character wizard helps you import character models and set them up as NPC or player characters.
- [NetworkBehaviours Introduction](https://docs.anyrpg.org/anymmo/networkbehaviours/networkbehaviours-introduction.md)
- [FishNetCharacterModel](https://docs.anyrpg.org/anymmo/networkbehaviours/fishnetcharactermodel.md)
- [FishNetInteractable](https://docs.anyrpg.org/anymmo/networkbehaviours/fishnetinteractable.md)
- [FishNetUnitController](https://docs.anyrpg.org/anymmo/networkbehaviours/fishnetunitcontroller.md)
- [FishNetObjectAudioController](https://docs.anyrpg.org/anymmo/networkbehaviours/fishnetobjectaudiocontroller.md)
- [FishNetActivatableObject](https://docs.anyrpg.org/anymmo/networkbehaviours/fishnetactivatableobject.md)
- [Prefabs Introduction](https://docs.anyrpg.org/anymmo/prefabs/prefabs-introduction.md)
- [FishNetNetworkManager](https://docs.anyrpg.org/anymmo/prefabs/fishnetnetworkmanager.md)
- [FishNetPhysicsSceneSync](https://docs.anyrpg.org/anymmo/prefabs/fishnetphysicsscenesync.md)


---

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