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 | 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. |