Interface to control the Mecanim animation system.
angularVelocity | Gets the avatar angular velocity for the last evaluated frame. |
applyRootMotion | Should root motion be applied? |
avatar | Gets/Sets the current Avatar. |
bodyPosition | The position of the body center of mass. |
bodyRotation | The rotation of the body center of mass. |
cullingMode | Controls culling of this Animator component. |
deltaPosition | Gets the avatar delta position for the last evaluated frame. |
deltaRotation | Gets the avatar delta rotation for the last evaluated frame. |
feetPivotActive | Blends pivot point between body center of mass and feet pivot. At 0%, the blending point is body center of mass. At 100%, the blending point is feet pivot. |
gravityWeight | The current gravity weight based on current animations that are played. |
hasBoundPlayables | Returns true if Animator has any playables assigned to it. |
hasRootMotion | Returns true if the current rig has root motion. |
hasTransformHierarchy | Returns true if the object has a transform hierarchy. |
humanScale | Returns the scale of the current Avatar for a humanoid rig, (1 by default if the rig is generic). |
isHuman | Returns true if the current rig is humanoid, false if it is generic. |
isInitialized | Returns whether the animator is initialized successfully. |
isMatchingTarget | If automatic matching is active. |
isOptimizable | Returns true if the current rig is optimizable with AnimatorUtility.OptimizeTransformHierarchy. |
layerCount | See IAnimatorControllerPlayable.layerCount. |
layersAffectMassCenter | Additional layers affects the center of mass. |
leftFeetBottomHeight | Get left foot bottom height. |
linearVelocityBlending | When linearVelocityBlending is set to true, the root motion velocity and angular velocity will be blended linearly. |
parameterCount | See IAnimatorControllerPlayable.parameterCount. |
parameters | Read only acces to the AnimatorControllerParameters used by the animator. |
pivotPosition | Get the current position of the pivot. |
pivotWeight | Gets the pivot weight. |
playableGraph | The PlayableGraph created by the Animator. |
playbackTime | Sets the playback position in the recording buffer. |
recorderMode | Gets the mode of the Animator recorder. |
recorderStartTime | Start time of the first frame of the buffer relative to the frame at which StartRecording was called. |
recorderStopTime | End time of the recorded clip relative to when StartRecording was called. |
rightFeetBottomHeight | Get right foot bottom height. |
rootPosition | The root position, the position of the game object. |
rootRotation | The root rotation, the rotation of the game object. |
runtimeAnimatorController | The runtime representation of AnimatorController that controls the Animator. |
speed | The playback speed of the Animator. 1 is normal playback speed. |
stabilizeFeet | Automatic stabilization of feet during transition and blending. |
targetPosition | Returns the position of the target specified by SetTarget(AvatarTarget targetIndex, float targetNormalizedTime)). |
targetRotation | Returns the rotation of the target specified by SetTarget(AvatarTarget targetIndex, float targetNormalizedTime)). |
updateMode | Specifies the update mode of the Animator. |
velocity | Gets the avatar velocity for the last evaluated frame. |
ApplyBuiltinRootMotion | Apply the default Root Motion. |
CrossFade | Creates a crossfade from the current state to any other state using normalized times. |
CrossFadeInFixedTime | Creates a crossfade from the current state to any other state using times in seconds. |
GetAnimatorTransitionInfo | See IAnimatorControllerPlayable.GetAnimatorTransitionInfo. |
GetBehaviour | Return the first StateMachineBehaviour that match type T or derived from T. Return null if none are found. |
GetBehaviours | Returns all StateMachineBehaviour that match type T or are derived from T. Returns null if none are found. |
GetBoneTransform | Returns transform mapped to this human bone id. |
GetBool | See IAnimatorControllerPlayable.GetBool. |
GetCurrentAnimatorClipInfo | Access the current Animation clip’s information from the Animator. |
GetCurrentAnimatorClipInfoCount | See IAnimatorControllerPlayable.GetCurrentAnimatorClipInfoCount. |
GetCurrentAnimatorStateInfo | See IAnimatorControllerPlayable.GetCurrentAnimatorStateInfo. |
GetFloat | See IAnimatorControllerPlayable.GetFloat. |
GetIKHintPosition | Gets the position of an IK hint. |
GetIKHintPositionWeight | Gets the translative weight of an IK Hint (0 = at the original animation before IK, 1 = at the hint). |
GetIKPosition | Gets the position of an IK goal. |
GetIKPositionWeight | Gets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal). |
GetIKRotation | Gets the rotation of an IK goal. |
GetIKRotationWeight | Gets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal). |
GetInteger | See IAnimatorControllerPlayable.GetInteger. |
GetLayerIndex | See IAnimatorControllerPlayable.GetLayerIndex. |
GetLayerName | See IAnimatorControllerPlayable.GetLayerName. |
GetLayerWeight | See IAnimatorControllerPlayable.GetLayerWeight. |
GetNextAnimatorClipInfo | See IAnimatorControllerPlayable.GetNextAnimatorClipInfo. |
GetNextAnimatorClipInfoCount | See IAnimatorControllerPlayable.GetNextAnimatorClipInfoCount. |
GetNextAnimatorStateInfo | See IAnimatorControllerPlayable.GetNextAnimatorStateInfo. |
GetParameter | See AnimatorController.GetParameter. |
HasState | See IAnimatorControllerPlayable.HasState. |
InterruptMatchTarget | Interrupts the automatic target matching. |
IsInTransition | See IAnimatorControllerPlayable.IsInTransition. |
IsParameterControlledByCurve | See IAnimatorControllerPlayable.IsParameterControlledByCurve. |
MatchTarget | Automatically adjust the gameobject position and rotation so that the AvatarTarget reaches the matchPosition when the current state is at the specified progress. |
Play | See IAnimatorControllerPlayable.Play. |
PlayInFixedTime | See IAnimatorControllerPlayable.PlayInFixedTime. |
Rebind | Rebind all the animated properties and mesh data with the Animator. |
ResetTrigger | See IAnimatorControllerPlayable.ResetTrigger. |
SetBoneLocalRotation | Sets local rotation of a human bone during a IK pass. |
SetBool | Sets an Animator bool parameter. |
SetFloat | Send float values to the Animator to affect transitions. |
SetIKHintPosition | Sets the position of an IK hint. |
SetIKHintPositionWeight | Sets the translative weight of an IK hint (0 = at the original animation before IK, 1 = at the hint). |
SetIKPosition | Sets the position of an IK goal. |
SetIKPositionWeight | Sets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal). |
SetIKRotation | Sets the rotation of an IK goal. |
SetIKRotationWeight | Sets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal). |
SetInteger | See IAnimatorControllerPlayable.SetInteger. |
SetLayerWeight | See IAnimatorControllerPlayable.SetLayerWeight. |
SetLookAtPosition | Sets the look at position. |
SetLookAtWeight | Set look at weights. |
SetTarget | Sets an AvatarTarget and a targetNormalizedTime for the current state. |
SetTrigger | See IAnimatorControllerPlayable.SetTrigger. |
StartPlayback | Sets the animator in playback mode. |
StartRecording | Sets the animator in recording mode, and allocates a circular buffer of size frameCount. |
StopPlayback | Stops the animator playback mode. When playback stops, the avatar resumes getting control from game logic. |
StopRecording | Stops animator record mode. |
Update | Evaluates the animator based on deltaTime. |
StringToHash | Generates an parameter id from a string. |
enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
isActiveAndEnabled | Has the Behaviour had enabled called. |
gameObject | The game object this component is attached to. A component is always attached to a game object. |
tag | The tag of this game object. |
transform | The Transform attached to this GameObject. |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | The name of the object. |
BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
CompareTag | Is this game object tagged with tag ? |
GetComponent | Returns the component of Type type if the game object has one attached, null if it doesn't. |
GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. |
GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. |
GetComponents | Returns all components of Type type in the GameObject. |
GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. |
GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. |
SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. |
SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the game object. |
Destroy | Removes a gameobject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
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. |
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