Monsters
What is out there, how it moves, and how to read it before it reaches you.

MonstersEnemies and what they doThe game defines several distinct monsters rather than one enemy type.
MonstersEnemies that move differentlyAt least one monster moves by tumbling rather than walking.
MonstersHow monsters find youThe game tracks which room a player is in.
MonstersReading a monster before it reaches youEvery monster carries a tracked behaviour state.
MonstersThe animal and the noise it makesIts moving sounds include a step, a stomp, a short move and a long move.
MonstersThe balloon monsterIt keeps a maximum number of balloons, a balloon prefab and the points they spawn at.
MonstersThe BangerThe game ships audio, animation and particle components for this monster.
MonstersThe beamer and its laserThe beamer has a controller, an animator and a state with a timer of its own.
MonstersThe Birthday BoyThe game ships audio, animation and particle components for this monster.
MonstersThe bomb and its fuseThe bomb body hangs on a spring with a source and a target.
MonstersThe bomb throwerThe monster's body holds the animation, the head, a collider for the head and a place to spawn it.
MonstersThe bowtie monster and its yellIts head and both eyes are sprung with targets, and the body turns on a horizontal spring.
MonstersThe duck monster and its mouthIts body and its head each hang on a spring with a target of their own.
MonstersThe elsa and everything that hangs off itIts head is on a spring with a transform and a target of its own.
MonstersThe elsa at two sizesIt has a collider for its small size and one for its big size, and a separate death effect for each.
MonstersThe floater and how it attacksThe floater has a controller and an animator of its own rather than sharing another monster's.
MonstersThe gnomes and the pickaxeA director keeps the gnomes as a set, with a list of them and a state of its own.
MonstersThe head's eyes, hair and teethA controller brings together its visual, the animation system and the transform it looks at.
MonstersThe heart hugger and its two facesIt has a set of normal meshes and a set of horror meshes.
MonstersThe hidden one and its breathingIt has breath particles, including a fast version and one that runs constantly.
MonstersThe hunter and the gun it carriesThe hunter has a state, an animator and a switch for whether it is always active.
MonstersThe monster that grabs headsIts head, torso and tongue hang on springs with sources and targets.
MonstersThe monster that throws valuablesThe thrower keeps a state, a timer and an animator, and carries a pickup target with a parent.
MonstersThe oogly and the light it sees byIt sees with a spotlight and a point light of its own, with a maximum intensity.
MonstersThe PeeperThe game ships audio, animation and particle components for this monster.
MonstersThe ReaperCommunity sources classify this as a Level 3 threat.
MonstersThe robed monster and its handsIts eye has a location of its own rather than being part of a head.
MonstersThe RugratThe game ships audio, animation and particle components for this monster.
MonstersThe runner and what bursts out of itIt keeps a state, an animator and a head on a spring with a source and a target.
MonstersThe shadow and how it movesIts pose is driven by a spring pose animator with separate bending values for the torso, head, neck and arms.
MonstersThe slow mouth and what it does to a playerIt attaches to a player with separate pieces for the top and the bottom of the face.
MonstersThe slow walker and the mace it swingsIt carries a mace with its own transform and a spark effect, with sounds for short swings, long swings and the mace trailing.
MonstersThe spinny and the wheel it spinsIt carries a spinning wheel made of pieces of its own, and the colour and the border of each slice are kept for every slice.
MonstersThe thin man and its tentaclesIt has three tentacles on the right, three on the left and an extended set.
MonstersThe tick, its mouth and its auraIt has a mouth with two lips and a state for them.
MonstersThe tricycle riderThe tricycle arrives with a rider, and the two are kept together as one monster.
MonstersThe upscream and how it looks aroundIts head hangs on a spring with an idle position of its own and a target.
MonstersWhat a monster is doingA monster is always in one of a fixed set of named states.
MonstersWhat being grabbed does to a runA player's condition is tied to the grabbing mechanic.
MonstersWhen a monster has youA monster exists whose behaviour is built around holding a player.