Base class for animator transitions. Transitions define when and how the state machine switches from one state to another.
A transition happens when all its conditions are met.
| conditions | AnimatorCondition conditions that need to be met for a transition to happen. | 
| destinationState | The destination state of the transition. | 
| destinationStateMachine | The destination state machine of the transition. | 
| isExit | Is the transition destination the exit of the current state machine. | 
| mute | Mutes the transition. The transition will never occur. | 
| solo | Mutes all other transitions in the source state. | 
| AddCondition | Utility function to add a condition to a transition. | 
| RemoveCondition | Utility function to remove a condition from the transition. | 
| hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? | 
| name | The name of the object. | 
| 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 | Returns a copy of the object original. | 
| 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. |