> For the complete documentation index, see [llms.txt](https://sunfish-studios.gitbook.io/main/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://sunfish-studios.gitbook.io/main/getting-started/creating-a-fisher-character/add-fishing-state-to-character.md).

# Add Fishing State to Character

I'll be using AC **1 - PlayGround Human (1 - Holsters)** scene and Steve as an example, but this will work for any character.

1. Select Steve Player and drag the Human Fishing State in the indicated area

<figure><img src="/files/fLs3rMzXCliKjzUzLV5a" alt="" width="563"><figcaption></figcaption></figure>

2. Drag the state down so it has low priority then Death State

<figure><img src="/files/SFMjll8XrTIoY95ok13G" alt="" width="563"><figcaption></figcaption></figure>

3. From the Prefabs folder, grab the Fishing Caster and make it a child of Steve's Internal Components

<figure><img src="/files/BRxPYvASfCI4EmFBUVZg" alt="" width="563"><figcaption></figcaption></figure>

4. Reset Fishing Caster position to his prefab values (you can fine tune that later)

<figure><img src="/files/Gnk106SnbhYxPBTR6hJN" alt="" width="375"><figcaption></figcaption></figure>

<figure><img src="/files/J1M7mkcWxZ0dDVJrHTxV" alt=""><figcaption></figcaption></figure>

If you have gizmos on your scene will look like this, good, this means that Steve already has the fishing caster, that big blue sphere if what he will use later to detect water.

5. Now let's add a Mode for the fishing Rod, in the Animal Controller component, select Modes tab, click on the + sigh to include a new Mode, and select the Fishing Rod

<figure><img src="/files/awMiQNkeRaww1dV3vw89" alt="" width="563"><figcaption></figcaption></figure>

6. We now need to add the two abilities for the mode **FishingRod Cast** and **FishingRod Reel**, you can type the names and indexes if you want, but the easiest way to is by opening Player Fisher prefab e right click and copying the values from the inspector using the right click.

<figure><img src="/files/BNoIEyWLyvK4WhwhjZYb" alt="" width="563"><figcaption></figcaption></figure>

7. Just like you did with for the abilities, copy the Fishing IK from the Fisher Player Prefab into your new character, this will be useful for the hand swap and for the reeling ability.

{% hint style="info" %}
If you don't want to use the Reeling system or the advanced fishing modes (e.g. Tug of War) you can ignore all the IK related steps.
{% endhint %}

<figure><img src="/files/ZPtHhmcbHpCLvUDZNIxl" alt="" width="563"><figcaption></figcaption></figure>

8. Add the Fishing Rod Reeling Stance, you can also copy the values from the Fisher Player Prefab.

<figure><img src="/files/RQnvnNVl00LTzSP8W2bs" alt="" width="375"><figcaption></figcaption></figure>

9. Now select the Steve on the scene, and in the FishingRod Reel ability go the the **Events** tab and link it with the fishing caster. Make sure that you are selecting the fishing caster that it's the child of the character, and not a prefab. Link it like this:

&#x20;

`On Fishing Rod Reel Enter -> FishingReeler.ReelActionStart`

`On Fishing Rod Reel Exit -> FishingReeler.ReelActionEnd`

<figure><img src="/files/QQxLcQbwjo6BDglq2e4f" alt=""><figcaption></figcaption></figure>

10. Replace Steve Human animator with the Fisher Animator.

<figure><img src="/files/akAUiN3i54N7Oqt5G5lS" alt="" width="494"><figcaption></figcaption></figure>

{% hint style="warning" %}
`The` [**`Animator`**](/main/main-components/animator.md)`section covers how to include fisher animations into a already existing animator.`
{% endhint %}

11. You can now drop the fishing rod collectable in the scene and Steve will be able to equip it like any other weapon, we are now only missing a fishable water area!

<figure><img src="/files/ISvaPDZz7NAqOpcVxvKX" alt="" width="563"><figcaption></figcaption></figure>

12. Replace the water in the scene with the "Fishable Water" prefab.

<figure><img src="/files/DHks25goccKqoigLJLQK" alt="" width="342"><figcaption></figcaption></figure>

Revert it to prefab values if you want to be place it exactly where the previous water were

<figure><img src="/files/wJ5LtZZry0pG45rExDNy" alt="" width="303"><figcaption></figcaption></figure>

You can now use the pool in the scene to fish like a pro! Enjoy!

<figure><img src="/files/q350e9rFLikWcmaBp4l5" alt=""><figcaption></figcaption></figure>

**Bonus step:** drag the UI prefabs into the scene so you can have a UI example of the fisher timer and also a message showing the data of the fish you captured.

<figure><img src="/files/jfwAKcAOG49OeLTlqLp8" alt="" width="319"><figcaption></figcaption></figure>

Make sure that the transform values are identical to the prefab, revert if you need to

<figure><img src="/files/H17arnUMIia4QY1NgkRB" alt="" width="320"><figcaption></figcaption></figure>

<figure><img src="/files/yeD14Z5RtO4smd4XOdis" alt=""><figcaption></figcaption></figure>


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