Unity - Scripting API: AnimatorState
class in UnityEditor.Animations
/
Inherits from:Object
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.
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.
Each state contains an (AnimationClip or a BlendTree) which plays while the character is in the state. When a state transition is triggered, the character adopts a new state. The (AnimationClip or BlendTree) for the new state takes over.
The following example illustrates how to create a simple state machine using an editor script. It creates three states, "Idle", "Run", and "Jump", and transitions between them. This example does not set the Motion. You can create a new state with AnimatorController.AddMotion, or you can assign a motion to an existing state using AnimatorState.motion.
using UnityEditor; using UnityEditor.Animations; using UnityEngine; static class AnimatorStateExample { [MenuItem("Example/Create Simple State Machine")] static void CreateSimpleController() { // Create the controller var controllerPath = AssetDatabase.GenerateUniqueAssetPath("Assets/SimpleController.controller"); var controller = AnimatorController.CreateAnimatorControllerAtPath(controllerPath); var stateMachine = controller.layers[0].stateMachine; // Create the states. First state (Idle) becomes the default state var idleState = stateMachine.AddState("Idle", new Vector2(300, 200)); var runState = stateMachine.AddState("Run", new Vector2(150, 350)); var jumpState = stateMachine.AddState("Jump", new Vector2(450, 350)); // Create the transition parameters controller.AddParameter("Speed", AnimatorControllerParameterType.Float); controller.AddParameter("Jump", AnimatorControllerParameterType.Trigger); // Create the transitions var idleToRun = idleState.AddTransition(runState); idleToRun.AddCondition(AnimatorConditionMode.Greater, 0.1f, "Speed"); var runToIdle = runState.AddTransition(idleState); runToIdle.AddCondition(AnimatorConditionMode.Less, 0.1f, "Speed"); var runToJump = runState.AddTransition(jumpState); runToJump.AddCondition(AnimatorConditionMode.If, 0, "Jump"); runToJump.duration = 0; var jumpToRun = jumpState.AddTransition(runState); jumpToRun.duration = 0; var idleToJump = idleState.AddTransition(jumpState); idleToJump.AddCondition(AnimatorConditionMode.If, 0, "Jump"); } }
Properties
| Property | Description |
|---|---|
| behaviours | The Behaviour list assigned to this state. |
| cycleOffset | Offset at which the animation loop starts. Useful for synchronizing looped animations. Units is normalized time. |
| cycleOffsetParameter | The animator controller parameter that drives the cycle offset value. |
| cycleOffsetParameterActive | Define if the cycle offset value is driven by an Animator controller parameter or by the value set in the editor. |
| iKOnFeet | Should Foot IK be respected for this state. |
| mirror | Whether the animation state is mirrored. |
| mirrorParameter | The animator controller parameter that drives the mirror value. |
| mirrorParameterActive | Define if the mirror value is driven by an Animator controller parameter or by the value set in the editor. |
| motion | The motion assigned to this state. |
| nameHash | The hashed name of the state. |
| speed | The default speed of the motion. |
| speedParameter | The animator controller parameter that drives the speed value. |
| speedParameterActive | Define if the speed value is driven by an Animator controller parameter or by the value set in the editor. |
| tag | A tag can be used to identify a state. |
| timeParameter | If timeParameterActive is true, the value of this Parameter will be used instead of normalized time. |
| timeParameterActive | If true, use value of given Parameter as normalized time. |
| transitions | The transitions that are going out of the state. |
| writeDefaultValues | Whether or not the AnimatorStates writes back the default values for properties that are not animated by its Motion. |
Public Methods
| Method | Description |
|---|---|
| AddExitTransition | Utility function to add an outgoing transition to the exit of the state's parent state machine. |
| AddStateMachineBehaviour | Adds 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. |
| AddTransition | Utility function to add an outgoing transition to the destination state. |
| RemoveTransition | Utility function to remove a transition from the state. |
Inherited Members
Properties
| Property | Description |
|---|---|
| hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
| name | The name of the object. |
Public Methods
| Method | Description |
|---|---|
| GetInstanceID | Gets the instance ID of the object. |
| ToString | Returns the name of the object. |
Static Methods
| Method | Description |
|---|---|
| Destroy | Removes a GameObject, component, or asset. |
| DestroyImmediate | Destroys the specified object immediately. Use with caution and in Edit mode only. |
| 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. |
Operators
| Operator | Description |
|---|---|
| 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. |