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. |