name | The parameter name. |
id | The parameter ID. |
Sets the value of the given trigger parameter.
This method allows you to set (i.e. activate) an animation trigger, to cause a change in flow in the state machine of an animator controller. The Animation Parameters page describes the purpose of the Animator Controller Parameters window. Trigger
is one of the 4 selectable options. Selecting this adds a Trigger
to the list of chosen parameters. Once this is added to the selected list it can be named. Unlike bool
s which have the same true/false
option, Trigger
s have a true
option which automatically returns back to false
. A typical example might be to have a Jump option. If this option is entered during run-time the character will jump. At the end of the Jump the previous motion (perhaps a walk or run state) will be returned to.
In the example script below, pressing UpArrow
or DownArrow
activates the Jump or Crouch triggers using SetTrigger.
//Attach this script to a GameObject with an Animator component attached. //For this example, create parameters in the Animator and name them “Crouch” and “Jump” //Apply these parameters to your transitions between states
//This script allows you to trigger an Animator parameter and reset the other that could possibly still be active. Press the up and down arrow keys to do this.
using UnityEngine;
public class Example : MonoBehaviour { Animator m_Animator;
void Start() { //Get the Animator attached to the GameObject you are intending to animate. m_Animator = gameObject.GetComponent<Animator>(); }
void Update() { //Press the up arrow button to reset the trigger and set another one if (Input.GetKey(KeyCode.UpArrow)) { //Reset the "Crouch" trigger m_Animator.ResetTrigger("Crouch");
//Send the message to the Animator to activate the trigger parameter named "Jump" m_Animator.SetTrigger("Jump"); }
if (Input.GetKey(KeyCode.DownArrow)) { //Reset the "Jump" trigger m_Animator.ResetTrigger("Jump");
//Send the message to the Animator to activate the trigger parameter named "Crouch" m_Animator.SetTrigger("Crouch"); } } }
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