> For the complete documentation index, see [llms.txt](https://axongenesis.gitbook.io/timeflow/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://axongenesis.gitbook.io/timeflow/reference/timeflow-object/behaviors.md).

# Behaviors

Lists all behaviors on the object

A behavior is a component that derives from the [TimeflowBehavior ](/timeflow/reference/scripting.md#timeflowbehavior)base class. This is generated on setup and automatically updates any time behaviors are added or removed.&#x20;

![Timeflow Objects can have an number of behaviors applied to them.](https://2067910529-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FC3dOuetlQfYgK5FPUKgn%2Fuploads%2Fw3e1efg65RixkkP5E4EN%2FTimeflowObject_Editor_Behaviors.jpg?alt=media\&token=f2b2f647-eeb1-4431-9525-962dc0d818c6)

{% hint style="success" %}
Click the watch icon next to each behavior to toggle on/off the behavior's enabled state.
{% endhint %}

{% hint style="info" %}
**Behavior Order**\
The order of behaviors listed is based on the component order on the game object. To change the order of components, right-click on the component name in the inspector window and use the built-in menu options Move Up and Move Down. \
\
Note that the behavior order doesn't matter as much since processing order is primarily determined by the *channel order* as described below.
{% endhint %}

## Animator Update

If the game object has either a Unity Animator or legacy Animation component on it, an additional option is available to update it like a behavior. This means that the animation is automatically played in sync with the object track.

![](https://2067910529-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FC3dOuetlQfYgK5FPUKgn%2Fuploads%2FZaLDd4E9VlJGDPzUFpsI%2FTimeflowObject_Editor_BehaviorsAnimator.jpg?alt=media\&token=a7cae175-1e77-4bc2-a6eb-f9d8cc3029b9)

{% hint style="warning" %}
**Animator Playback Skipping**

Note that Animator is primarily designed to work in runtime and expects time to move in a linear forward direction. When working in edit mode, Animator components may not always update as expected, especially when skipping around in time. It works best to rewind and allow it to play uninterrupted in order for the Animator component to properly process its animation blend trees. Enter play mode to see final results.&#x20;
{% endhint %}

For more advanced features to leverage Unity's built-in animation system, see [Animation Clips](/timeflow/reference/behaviors/animation/animation-clips.md) and [Animator Blend Trees](/timeflow/reference/behaviors/animation/animator-blend-trees.md).
