Version: Unity 6.1 Alpha (6000.1)
LanguageEnglish
  • C#

AnimatorState

class in UnityEditor.Animations

/

Inherits from:Object

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Description

Represents a state in a state machine.

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

behavioursThe Behaviour list assigned to this state.
cycleOffsetOffset at which the animation loop starts. Useful for synchronizing looped animations. Units is normalized time.
cycleOffsetParameterThe animator controller parameter that drives the cycle offset value.
cycleOffsetParameterActiveDefine if the cycle offset value is driven by an Animator controller parameter or by the value set in the editor.
iKOnFeetShould Foot IK be respected for this state.
mirrorWhether the animation state is mirrored.
mirrorParameterThe animator controller parameter that drives the mirror value.
mirrorParameterActiveDefine if the mirror value is driven by an Animator controller parameter or by the value set in the editor.
motionThe motion assigned to this state.
nameHashThe hashed name of the state.
speedThe default speed of the motion.
speedParameterThe animator controller parameter that drives the speed value.
speedParameterActiveDefine if the speed value is driven by an Animator controller parameter or by the value set in the editor.
tagA tag can be used to identify a state.
timeParameterIf timeParameterActive is true, the value of this Parameter will be used instead of normalized time.
timeParameterActiveIf true, use value of given Parameter as normalized time.
transitionsThe transitions that are going out of the state.
writeDefaultValuesWhether or not the AnimatorStates writes back the default values for properties that are not animated by its Motion.

Public Methods

AddExitTransitionUtility function to add an outgoing transition to the exit of the state's parent state machine.
AddStateMachineBehaviourAdds 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.
AddTransitionUtility function to add an outgoing transition to the destination state.
RemoveTransitionUtility function to remove a transition from the state.

Inherited Members

Properties

hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

Static Methods

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.
InstantiateAsyncCaptures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation.

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.