Unity - Scripting API: AnimatorTransition
class in UnityEditor.Animations
/
Inherits from:Animations.AnimatorTransitionBase
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Description
Transitions define when and how the state machine switch from on state to another. AnimatorTransition always originate from a StateMachine or a StateMachine entry. They do not define timing parameters.
A transition happens when all its conditions are met.
Constructors
Inherited Members
Properties
| 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. |
| hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
| name | The name of the object. |
Public Methods
Static Methods
| 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. |
| FindObjectOfType | Returns the first active loaded object of Type type. |
| FindObjectsOfType | Gets a list of all loaded objects of Type type. |
| Instantiate | Clones the object original and returns the clone. |
Operators
| 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. |