AimConstraint | Constrains the orientation of an object relative to the position of one or more source objects, such that the object is facing the average position of the sources. |
Animation | The animation component is used to play back animations. |
AnimationClip | Stores keyframe based animations. |
AnimationEvent | AnimationEvent lets you call a script function similar to SendMessage as part of playing back an animation. |
AnimationPlayableBinding | A PlayableBinding that contains information representing an AnimationPlayableOutput. |
AnimationPlayableOutputExtensions | Static class providing experimental extension methods for AnimationPlayableOutput . |
AnimationPlayableUtilities | Implements high-level utility methods to simplify use of the Playable API with Animations. |
AnimationSceneHandleUtility | Static class providing utility functions for animation scene handles. |
AnimationState | The AnimationState gives full control over animation blending. |
AnimationStreamHandleUtility | Static class providing utility functions for animation stream handles. |
Animator | Interface to control the Mecanim animation system. |
AnimatorControllerParameter | Used to communicate between scripting and the controller. Some parameters can be set in scripting and used by the controller, while other parameters are based on Custom Curves in Animation Clips and can be sampled using the scripting API. |
AnimatorJobExtensions | Static class providing extension methods for Animator and the animation C# jobs. |
AnimatorOverrideController | Interface to control Animator Override Controller. |
AnimatorUtility | Various utilities for animator manipulation. |
Avatar | Avatar definition. |
AvatarBuilder | Class to build avatars from user scripts. |
AvatarMask | AvatarMask is used to mask out humanoid body parts and transforms. |
DiscreteEvaluationAttribute | Use this attribute to indicate that a property will be evaluated as a discrete value during animation playback. |
GenericBindingUtility | Animation utility functions for reading and writing values from Unity components. |
HumanPoseHandler | Use this class to create, read, and write the HumanPose for a humanoid avatar skeleton hierarchy or an avatar pose. |
HumanTrait | Details of all the human bone and muscle types defined by Mecanim. |
LookAtConstraint |
Constrains the orientation of an object relative to the position of one or more source objects, such that the object is facing the average position of the sources.
The LookAtConstraint is a simplified AimConstraint typically used with a Camera.
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Motion | Stores a reference to an animation asset associated with a State Machine state. |
NotKeyableAttribute | Use this attribute in a script to mark a property as non-animatable. |
ParentConstraint | Constrains the orientation and translation of an object to one or more source objects. The constrained object behaves as if it is in the hierarchy of the sources. |
PositionConstraint | Constrains the position of an object relative to the position of one or more source objects. |
RotationConstraint | Constrains the rotation of an object relative to the rotation of one or more source objects. |
RuntimeAnimatorController | The runtime representation of the AnimatorController. Use this representation to change the Animator Controller during runtime. |
ScaleConstraint | Constrains the scale of an object relative to the scale of one or more source objects. |
SharedBetweenAnimatorsAttribute | The SharedBetweenAnimatorsAttribute specifies that this StateMachineBehaviour is instantiated only once and shared by all Animator instances. This attribute reduces the memory footprint for each controller instance. |
StateMachineBehaviour | StateMachineBehaviour is a component that can be added to a state machine state. It's the base class any script on a state must derive from. |