Interface to control the Mecanim animation system.
| angularVelocity | Gets the avatar angular velocity for the last evaluated frame. |
| applyRootMotion | Should root motion be applied? |
| avatar | Gets/Sets the current Avatar. |
| bodyPosition | The position of the body center of mass. |
| bodyRotation | The rotation of the body center of mass. |
| cullingMode | Controls culling of this Animator component. |
| deltaPosition | Gets the avatar delta position for the last evaluated frame. |
| deltaRotation | Gets the avatar delta rotation for the last evaluated frame. |
| feetPivotActive | Blends pivot point between body center of mass and feet pivot. At 0%, the blending point is body center of mass. At 100%, the blending point is feet pivot. |
| gravityWeight | The current gravity weight based on current animations that are played. |
| hasBoundPlayables | Returns true if Animator has any playables assigned to it. |
| hasRootMotion | Returns true if the current rig has root motion. |
| hasTransformHierarchy | Returns true if the object has a transform hierarchy. |
| humanScale | Returns the scale of the current Avatar for a humanoid rig, (1 by default if the rig is generic). |
| isHuman | Returns true if the current rig is humanoid, false if it is generic. |
| isInitialized | Returns whether the animator is initialized successfully. |
| isMatchingTarget | If automatic matching is active. |
| isOptimizable | Returns true if the current rig is optimizable with AnimatorUtility.OptimizeTransformHierarchy. |
| layerCount | See IAnimatorControllerPlayable.layerCount. |
| layersAffectMassCenter | Additional layers affects the center of mass. |
| leftFeetBottomHeight | Get left foot bottom height. |
| linearVelocityBlending | When linearVelocityBlending is set to true, the root motion velocity and angular velocity will be blended linearly. |
| parameterCount | See IAnimatorControllerPlayable.parameterCount. |
| parameters | Read only acces to the AnimatorControllerParameters used by the animator. |
| pivotPosition | Get the current position of the pivot. |
| pivotWeight | Gets the pivot weight. |
| playableGraph | The PlayableGraph created by the Animator. |
| playbackTime | Sets the playback position in the recording buffer. |
| recorderMode | Gets the mode of the Animator recorder. |
| recorderStartTime | Start time of the first frame of the buffer relative to the frame at which StartRecording was called. |
| recorderStopTime | End time of the recorded clip relative to when StartRecording was called. |
| rightFeetBottomHeight | Get right foot bottom height. |
| rootPosition | The root position, the position of the game object. |
| rootRotation | The root rotation, the rotation of the game object. |
| runtimeAnimatorController | The runtime representation of AnimatorController that controls the Animator. |
| speed | The playback speed of the Animator. 1 is normal playback speed. |
| stabilizeFeet | Automatic stabilization of feet during transition and blending. |
| targetPosition | Returns the position of the target specified by SetTarget(AvatarTarget targetIndex, float targetNormalizedTime)). |
| targetRotation | Returns the rotation of the target specified by SetTarget(AvatarTarget targetIndex, float targetNormalizedTime)). |
| updateMode | Specifies the update mode of the Animator. |
| velocity | Gets the avatar velocity for the last evaluated frame. |
| ApplyBuiltinRootMotion | Apply the default Root Motion. |
| CrossFade | Creates a crossfade from the current state to any other state using normalized times. |
| CrossFadeInFixedTime | Creates a crossfade from the current state to any other state using times in seconds. |
| GetAnimatorTransitionInfo | See IAnimatorControllerPlayable.GetAnimatorTransitionInfo. |
| GetBehaviour | Return the first StateMachineBehaviour that match type T or derived from T. Return null if none are found. |
| GetBehaviours | Returns all StateMachineBehaviour that match type T or are derived from T. Returns null if none are found. |
| GetBoneTransform | Returns transform mapped to this human bone id. |
| GetBool | See IAnimatorControllerPlayable.GetBool. |
| GetCurrentAnimatorClipInfo | Access the current Animation clip’s information from the Animator. |
| GetCurrentAnimatorClipInfoCount | See IAnimatorControllerPlayable.GetCurrentAnimatorClipInfoCount. |
| GetCurrentAnimatorStateInfo | See IAnimatorControllerPlayable.GetCurrentAnimatorStateInfo. |
| GetFloat | See IAnimatorControllerPlayable.GetFloat. |
| GetIKHintPosition | Gets the position of an IK hint. |
| GetIKHintPositionWeight | Gets the translative weight of an IK Hint (0 = at the original animation before IK, 1 = at the hint). |
| GetIKPosition | Gets the position of an IK goal. |
| GetIKPositionWeight | Gets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal). |
| GetIKRotation | Gets the rotation of an IK goal. |
| GetIKRotationWeight | Gets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal). |
| GetInteger | See IAnimatorControllerPlayable.GetInteger. |
| GetLayerIndex | See IAnimatorControllerPlayable.GetLayerIndex. |
| GetLayerName | See IAnimatorControllerPlayable.GetLayerName. |
| GetLayerWeight | See IAnimatorControllerPlayable.GetLayerWeight. |
| GetNextAnimatorClipInfo | See IAnimatorControllerPlayable.GetNextAnimatorClipInfo. |
| GetNextAnimatorClipInfoCount | See IAnimatorControllerPlayable.GetNextAnimatorClipInfoCount. |
| GetNextAnimatorStateInfo | See IAnimatorControllerPlayable.GetNextAnimatorStateInfo. |
| GetParameter | See AnimatorController.GetParameter. |
| HasState | See IAnimatorControllerPlayable.HasState. |
| InterruptMatchTarget | Interrupts the automatic target matching. |
| IsInTransition | See IAnimatorControllerPlayable.IsInTransition. |
| IsParameterControlledByCurve | See IAnimatorControllerPlayable.IsParameterControlledByCurve. |
| MatchTarget | Automatically adjust the gameobject position and rotation so that the AvatarTarget reaches the matchPosition when the current state is at the specified progress. |
| Play | See IAnimatorControllerPlayable.Play. |
| PlayInFixedTime | See IAnimatorControllerPlayable.PlayInFixedTime. |
| Rebind | Rebind all the animated properties and mesh data with the Animator. |
| ResetTrigger | See IAnimatorControllerPlayable.ResetTrigger. |
| SetBoneLocalRotation | Sets local rotation of a human bone during a IK pass. |
| SetBool | Sets an Animator bool parameter. |
| SetFloat | Send float values to the Animator to affect transitions. |
| SetIKHintPosition | Sets the position of an IK hint. |
| SetIKHintPositionWeight | Sets the translative weight of an IK hint (0 = at the original animation before IK, 1 = at the hint). |
| SetIKPosition | Sets the position of an IK goal. |
| SetIKPositionWeight | Sets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal). |
| SetIKRotation | Sets the rotation of an IK goal. |
| SetIKRotationWeight | Sets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal). |
| SetInteger | See IAnimatorControllerPlayable.SetInteger. |
| SetLayerWeight | See IAnimatorControllerPlayable.SetLayerWeight. |
| SetLookAtPosition | Sets the look at position. |
| SetLookAtWeight | Set look at weights. |
| SetTarget | Sets an AvatarTarget and a targetNormalizedTime for the current state. |
| SetTrigger | See IAnimatorControllerPlayable.SetTrigger. |
| StartPlayback | Sets the animator in playback mode. |
| StartRecording | Sets the animator in recording mode, and allocates a circular buffer of size frameCount. |
| StopPlayback | Stops the animator playback mode. When playback stops, the avatar resumes getting control from game logic. |
| StopRecording | Stops animator record mode. |
| Update | Evaluates the animator based on deltaTime. |
| StringToHash | Generates an parameter id from a string. |
| enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
| isActiveAndEnabled | Has the Behaviour had enabled called. |
| gameObject | The game object this component is attached to. A component is always attached to a game object. |
| tag | The tag of this game object. |
| transform | The Transform attached to this GameObject. |
| hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
| name | The name of the object. |
| BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
| CompareTag | Is this game object tagged with tag ? |
| GetComponent | Returns the component of Type type if the game object has one attached, null if it doesn't. |
| GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. |
| GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. |
| GetComponents | Returns all components of Type type in the GameObject. |
| GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. |
| GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. |
| SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. |
| SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
| GetInstanceID | Returns the instance id of the object. |
| ToString | Returns the name of the game object. |
| Destroy | Removes a gameobject, component or asset. |
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
| DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
| FindObjectOfType | Returns the first active loaded object of Type type. |
| FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
| Instantiate | Clones the object original and returns the clone. |
| bool | Does the object exist? |
| operator != | Compares if two objects refer to a different object. |
| operator == | Compares two object references to see if they refer to the same object. |