Interface to control the Mecanim animation system.
angularVelocity | Gets the avatar angular velocity for the last evaluated frame. |
applyRootMotion | Should root motion be applied? |
avatar | Gets/Sets the current Avatar. |
bodyPosition | The position of the body center of mass. |
bodyRotation | The rotation of the body center of mass. |
cullingMode | Controls culling of this Animator component. |
deltaPosition | Gets the avatar delta position for the last evaluated frame. |
deltaRotation | Gets the avatar delta rotation for the last evaluated frame. |
feetPivotActive | Blends pivot point between body center of mass and feet pivot. |
fireEvents | Sets whether the Animator sends events of type AnimationEvent. |
gravityWeight | The current gravity weight based on current animations that are played. |
hasBoundPlayables | Returns true if Animator has any playables assigned to it. |
hasRootMotion | Returns true if the current rig has root motion. |
hasTransformHierarchy | Returns true if the object has a transform hierarchy. |
humanScale | Returns the scale of the current Avatar for a humanoid rig, (1 by default if the rig is generic). |
isHuman | Returns true if the current rig is humanoid, false if it is generic. |
isInitialized | Returns whether the animator is initialized successfully. |
isMatchingTarget | If automatic matching is active. |
isOptimizable | Returns true if the current rig is optimizable with AnimatorUtility.OptimizeTransformHierarchy. |
keepAnimatorControllerStateOnDisable | Controls the behaviour of the Animator component when a GameObject is disabled. |
layerCount | Returns the number of layers in the controller. |
layersAffectMassCenter | Additional layers affects the center of mass. |
leftFeetBottomHeight | Get left foot bottom height. |
parameterCount | Returns the number of parameters in the controller. |
parameters | The AnimatorControllerParameter list used by the animator. (Read Only) |
pivotPosition | Get the current position of the pivot. |
pivotWeight | Gets the pivot weight. |
playableGraph | The PlayableGraph created by the Animator. |
playbackTime | Sets the playback position in the recording buffer. |
recorderMode | Gets the mode of the Animator recorder. |
recorderStartTime | Start time of the first frame of the buffer relative to the frame at which StartRecording was called. |
recorderStopTime | End time of the recorded clip relative to when StartRecording was called. |
rightFeetBottomHeight | Get right foot bottom height. |
rootPosition | The root position, the position of the game object. |
rootRotation | The root rotation, the rotation of the game object. |
runtimeAnimatorController | The runtime representation of AnimatorController that controls the Animator. |
speed | The playback speed of the Animator. 1 is normal playback speed. |
stabilizeFeet | Automatic stabilization of feet during transition and blending. |
targetPosition | Returns the position of the target specified by SetTarget. |
targetRotation | Returns the rotation of the target specified by SetTarget. |
updateMode | Specifies the update mode of the Animator. |
velocity | Gets the avatar velocity for the last evaluated frame. |
ApplyBuiltinRootMotion | Apply the default Root Motion. |
CrossFade | Creates a crossfade from the current state to any other state using normalized times. |
CrossFadeInFixedTime | Creates a crossfade from the current state to any other state using times in seconds. |
GetAnimatorTransitionInfo | Returns an AnimatorTransitionInfo with the informations on the current transition. |
GetBehaviour | Returns the first StateMachineBehaviour that matches type T or is derived from T. Returns null if none are found. |
GetBehaviours | Returns all StateMachineBehaviour that match type T or are derived from T. Returns null if none are found. |
GetBoneTransform | Returns Transform mapped to this human bone id. |
GetBool | Returns the value of the given boolean parameter. |
GetCurrentAnimatorClipInfo | Returns an array of all the AnimatorClipInfo in the current state of the given layer. |
GetCurrentAnimatorClipInfoCount | Returns the number of AnimatorClipInfo in the current state. |
GetCurrentAnimatorStateInfo | Returns an AnimatorStateInfo with the information on the current state. |
GetFloat | Returns the value of the given float parameter. |
GetIKHintPosition | Gets the position of an IK hint. |
GetIKHintPositionWeight | Gets the translative weight of an IK Hint (0 = at the original animation before IK, 1 = at the hint). |
GetIKPosition | Gets the position of an IK goal. |
GetIKPositionWeight | Gets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal). |
GetIKRotation | Gets the rotation of an IK goal. |
GetIKRotationWeight | Gets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal). |
GetInteger | Returns the value of the given integer parameter. |
GetLayerIndex | Returns the index of the layer with the given name. |
GetLayerName | Returns the layer name. |
GetLayerWeight | Returns the weight of the layer at the specified index. |
GetNextAnimatorClipInfo | Returns an array of all the AnimatorClipInfo in the next state of the given layer. |
GetNextAnimatorClipInfoCount | Returns the number of AnimatorClipInfo in the next state. |
GetNextAnimatorStateInfo | Returns an AnimatorStateInfo with the information on the next state. |
GetParameter | See AnimatorController.parameters. |
HasState | Returns true if the state exists in this layer, false otherwise. |
InterruptMatchTarget | Interrupts the automatic target matching. |
IsInTransition | Returns true if there is a transition on the given layer, false otherwise. |
IsParameterControlledByCurve | Returns true if the parameter is controlled by a curve, false otherwise. |
MatchTarget | Automatically adjust the GameObject position and rotation. |
Play | Plays a state. |
PlayInFixedTime | Plays a state. |
Rebind | Rebind all the animated properties and mesh data with the Animator. |
ResetTrigger | Resets the value of the given trigger parameter. |
SetBoneLocalRotation | Sets local rotation of a human bone during a IK pass. |
SetBool | Sets the value of the given boolean parameter. |
SetFloat | Send float values to the Animator to affect transitions. |
SetIKHintPosition | Sets the position of an IK hint. |
SetIKHintPositionWeight | Sets the translative weight of an IK hint (0 = at the original animation before IK, 1 = at the hint). |
SetIKPosition | Sets the position of an IK goal. |
SetIKPositionWeight | Sets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal). |
SetIKRotation | Sets the rotation of an IK goal. |
SetIKRotationWeight | Sets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal). |
SetInteger | Sets the value of the given integer parameter. |
SetLayerWeight | Sets the weight of the layer at the given index. |
SetLookAtPosition | Sets the look at position. |
SetLookAtWeight | Set look at weights. |
SetTarget | Sets an AvatarTarget and a targetNormalizedTime for the current state. |
SetTrigger | Sets the value of the given trigger parameter. |
StartPlayback | Sets the animator in playback mode. |
StartRecording | Sets the animator in recording mode, and allocates a circular buffer of size frameCount. |
StopPlayback | Stops the animator playback mode. When playback stops, the avatar resumes getting control from game logic. |
StopRecording | Stops animator record mode. |
Update | Evaluates the animator based on deltaTime. |
WriteDefaultValues | Forces a write of the default values stored in the animator. |
StringToHash | Generates an parameter id from a string. |
enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
isActiveAndEnabled | Has the Behaviour had active and 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 object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object 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. |