A graph controlling the interaction of states. Each state references a motion.
| anyStatePosition | The position of the AnyState node. | 
| anyStateTransitions | The list of AnyState transitions. | 
| behaviours | The Behaviour list assigned to this state machine. | 
| defaultState | The state that the state machine will be in when it starts. | 
| entryPosition | The position of the entry node. | 
| entryTransitions | The list of entry transitions in the state machine. | 
| exitPosition | The position of the exit node. | 
| parentStateMachinePosition | The position of the parent state machine node. Only valid when in a hierachic state machine. | 
| stateMachines | The list of sub state machines. | 
| states | The list of states. | 
| AddAnyStateTransition | Utility function to add an AnyState transition to the specified state or statemachine. | 
| AddEntryTransition | Utility function to add an incoming transition to the exit of it's parent state machine. | 
| AddState | Utility function to add a state to the state machine. | 
| AddStateMachine | Utility function to add a state machine to the state machine. | 
| AddStateMachineBehaviour | Adds a state machine behaviour class of type T to the AnimatorStateMachine. Note that there is no corresponding "Remove" method. To remove a state machine behaviour, use Object.Destroy. | 
| AddStateMachineExitTransition | Utility function to add an outgoing transition from the source state machine to the exit of it's parent state machine. | 
| AddStateMachineTransition | Utility function to add an outgoing transition from the source state machine to the destination. | 
| GetStateMachineTransitions | Gets the list of all outgoing state machine transitions from given state machine. | 
| MakeUniqueStateMachineName | Makes a unique state machine name in the context of the parent state machine. | 
| MakeUniqueStateName | Makes a unique state name in the context of the parent state machine. | 
| RemoveAnyStateTransition | Utility function to remove an AnyState transition from the state machine. | 
| RemoveEntryTransition | Utility function to remove an entry transition from the state machine. | 
| RemoveState | Utility function to remove a state from the state machine. | 
| RemoveStateMachine | Utility function to remove a state machine from its parent state machine. | 
| RemoveStateMachineTransition | Utility function to remove an outgoing transition from source state machine. | 
| SetStateMachineTransitions | Sets the list of all outgoing state machine transitions from given state machine. | 
| hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? | 
| name | The name of the object. | 
| GetInstanceID | Gets the instance ID of the object. | 
| ToString | Returns the name of the object. | 
| Destroy | Removes a GameObject, component or asset. | 
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. | 
| DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. | 
| FindAnyObjectByType | Retrieves any active loaded object of Type type. | 
| FindFirstObjectByType | Retrieves the first active loaded object of Type type. | 
| FindObjectsByType | Retrieves a list of all loaded objects of Type type. | 
| Instantiate | Clones the object original and returns the clone. | 
| InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. | 
| 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. |