Version: Unity 6 Beta (6000.0)
LanguageEnglish
  • C#

AnimatorState

class in UnityEditor.Animations

/

Inherits from:Object

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

States are the basic building blocks of a state machine. Each state contains a Motion ( AnimationClip or BlendTree) which will play while the character is in that state. When an event in the game triggers a state transition, the character will be left in a new state whose animation sequence will then take over.

Properties

behavioursThe Behaviour list assigned to this state.
cycleOffsetOffset at which the animation loop starts. Useful for synchronizing looped animations. Units is normalized time.
cycleOffsetParameterThe animator controller parameter that drives the cycle offset value.
cycleOffsetParameterActiveDefine if the cycle offset value is driven by an Animator controller parameter or by the value set in the editor.
iKOnFeetShould Foot IK be respected for this state.
mirrorWhether the animation state is mirrored.
mirrorParameterThe animator controller parameter that drives the mirror value.
mirrorParameterActiveDefine if the mirror value is driven by an Animator controller parameter or by the value set in the editor.
motionThe motion assigned to this state.
nameHashThe hashed name of the state.
speedThe default speed of the motion.
speedParameterThe animator controller parameter that drives the speed value.
speedParameterActiveDefine if the speed value is driven by an Animator controller parameter or by the value set in the editor.
tagA tag can be used to identify a state.
timeParameterIf timeParameterActive is true, the value of this Parameter will be used instead of normalized time.
timeParameterActiveIf true, use value of given Parameter as normalized time.
transitionsThe transitions that are going out of the state.
writeDefaultValuesWhether or not the AnimatorStates writes back the default values for properties that are not animated by its Motion.

Public Methods

AddExitTransitionUtility function to add an outgoing transition to the exit of the state's parent state machine.
AddStateMachineBehaviourAdds a state machine behaviour class of type T to the AnimatorState. Note that there is no corresponding "Remove" method. To remove a state machine behaviour, use Object.Destroy.
AddTransitionUtility function to add an outgoing transition to the destination state.
RemoveTransitionUtility function to remove a transition from the state.

Inherited Members

Properties

hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

Static Methods

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.
InstantiateAsyncCaptures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation.

Operators

boolDoes 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.
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961