The animation component is used to play back animations.
You can assign animation clips to the animation component and control playback from your script.
The animation system in Unity is weight-based and supports Animation Blending, Additive animations, Animation Mixing, Layers and full control over all aspects of playback.
For an overview of animation scripting in Unity please read this introduction.
AnimationState can be used to change the layer of an animation, modify playback speed, and for direct control over blending and mixing.
Also Animation supports enumerators. Looping through all AnimationStates is performed like this:
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Animation anim;
void Start() { anim = GetComponent<Animation>(); foreach (AnimationState state in anim) { state.speed = 0.5F; } } }
See Also: An overview of animation scripting in Unity is here.
animatePhysics | When turned on, animations will be executed in the physics loop. This is only useful in conjunction with kinematic rigidbodies. |
clip | The default animation. |
cullingType | Controls culling of this Animation component. |
isPlaying | Is an animation currently being played? |
localBounds | AABB of this Animation animation component in local space. |
playAutomatically | Should the default animation clip (the Animation.clip property) automatically start playing on startup? |
this[string] | Returns the animation state named name. |
wrapMode | How should time beyond the playback range of the clip be treated? |
AddClip | Adds a clip to the animation with name newName. |
Blend | Blends the animation named animation towards targetWeight over the next time seconds. |
CrossFade | Fades the animation with name animation in over a period of time seconds and fades other animations out. |
CrossFadeQueued | Cross fades an animation after previous animations has finished playing. |
GetClipCount | Get the number of clips currently assigned to this animation. |
IsPlaying | Is the animation named name playing? |
Play | Plays an animation without blending. |
PlayQueued | Plays an animation after previous animations has finished playing. |
RemoveClip | Remove clip from the animation list. |
Rewind | Rewinds the animation named name. |
Sample | Samples animations at the current state. |
Stop | Stops all playing animations that were started with this Animation. |
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 GameObject. |
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. |