Legacy Documentation: Version 5.4
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

AnimatorStateTransition

class in UnityEditor.Animations

/

Inherits from: Animations.AnimatorTransitionBase

Suggest a change

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.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

Transitions define when and how the state machine switch from one state to another. AnimatorStateTransition always originate from an Animator State (or AnyState) and have timing parameters.

A transition happens when all its conditions are met. AnimatorStateTransition derives from AnimatorTransitionBase.

Variables

canTransitionToSelfSet to true to allow or disallow transition to self during AnyState transition.
durationThe duration of the transition.
exitTimeThe normalized time of the source state when the condition is true.
hasExitTimeWhen active the transition will have an exit time condition.
hasFixedDurationWhen active the transition duration will have a fixed duration.
interruptionSourceWhich AnimatorState transitions can interrupt the Transition.
offsetThe time at which the destination state will start.
orderedInterruptionThe Transition can be interrupted by a transition that has a higher priority.

Constructors

AnimatorStateTransitionCreates a new animator state transition.

Inherited members

Variables

conditions AnimatorCondition conditions that need to be met for a transition to happen.
destinationStateThe destination state of the transition.
destinationStateMachineThe destination state machine of the transition.
isExitIs the transition destination the exit of the current state machine.
muteMutes the transition. The transition will never occur.
soloMutes all other transitions in the source state.
hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameThe name of the object.

Public Functions

AddConditionUtility function to add a condition to a transition.
RemoveConditionUtility function to remove a condition from the transition.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the game object.

Static Functions

DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateReturns a copy of the object original.

Operators

boolDoes 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.