API > Animator
Animator⚓︎
Animator inherits from Behaviour
Interface to control the Mecanim animation system. Unity Animator
Members⚓︎
Properties⚓︎
Name | Description |
---|---|
Animator .angularVelocity |
Gets the avatar angular velocity for the last evaluated frame. |
Animator .applyRootMotion |
Should root motion be applied? |
Animator .avatar |
Gets/Sets the current Avatar. |
Animator .bodyPosition |
The position of the body center of mass. |
Animator .bodyRotation |
The rotation of the body center of mass. |
Animator .cullingMode |
Controls culling of this Animator component. |
Animator .deltaPosition |
Gets the avatar delta position for the last evaluated frame. |
Animator .deltaRotation |
Gets the avatar delta rotation for the last evaluated frame. |
Animator .feetPivotActive |
Blends pivot point between body center of mass and feet pivot. |
Animator .fireEvents |
Sets whether the Animator sends events of type AnimationEvent. |
Animator .gravityWeight |
The current gravity weight based on current animations that are played. |
Animator .hasBoundPlayables |
Returns true if Animator has any playables assigned to it. |
Animator .hasRootMotion |
Returns true if the current rig has root motion. |
Animator .hasTransformHierarchy |
Returns true if the object has a transform hierarchy. |
Animator .humanScale |
Returns the scale of the current Avatar for a humanoid rig, (1 by default if the rig is generic). |
Animator .isHuman |
Returns true if the current rig is humanoid, false if it is generic. |
Animator .isInitialized |
Returns whether the animator is initialized successfully. |
Animator .isMatchingTarget |
If automatic matching is active. |
Animator .isOptimizable |
Returns true if the current rig is optimizable with AnimatorUtility.OptimizeTransformHierarchy. |
Animator .keepAnimatorControllerStateOnDisable |
Controls the behaviour of the Animator component when a GameObject is disabled. |
Animator .layerCount |
Returns the number of layers in the controller. |
Animator .layersAffectMassCenter |
Additional layers affects the center of mass. |
Animator .leftFeetBottomHeight |
Get left foot bottom height. |
Animator .parameterCount |
Returns the number of parameters in the controller. |
Animator .parameters |
The AnimatorControllerParameter list used by the animator. (Read Only) |
Animator .pivotPosition |
Get the current position of the pivot. |
Animator .pivotWeight |
Gets the pivot weight. |
Animator .playbackTime |
Sets the playback position in the recording buffer. |
Animator .rightFeetBottomHeight |
Get right foot bottom height. |
Animator .rootPosition |
The root position, the position of the game object. |
Animator .rootRotation |
The root rotation, the rotation of the game object. |
Animator .runtimeAnimatorController |
The runtime representation of AnimatorController that controls the Animator. |
Animator .speed |
The playback speed of the Animator. 1 is normal playback speed. |
Animator .stabilizeFeet |
Automatic stabilization of feet during transition and blending. |
Animator .targetPosition |
Returns the position of the target specified by SetTarget. |
Animator .targetRotation |
Returns the rotation of the target specified by SetTarget. |
Animator .updateMode |
Specifies the update mode of the Animator. |
Animator .velocity |
Gets the avatar velocity for the last evaluated frame. |
Methods⚓︎
Name | Description |
---|---|
Animator .ApplyBuiltinRootMotion() |
Apply the default Root Motion. |
Animator .CrossFade(stateName, normalizedTransitionDuration, layer=-1, normalizedTimeOffset=0, normalizedTransitionTime=0) |
Creates a crossfade from the current state to any other state using normalized times. |
Animator .CrossFadeInFixedTime(stateName, fixedTransitionDuration, layer=-1, fixedTimeOffset=0, normalizedTransitionTime=0) |
Creates a crossfade from the current state to any other state using times in seconds. |
Animator .GetAnimatorTransitionInfo(layerIndex) |
Returns an AnimatorTransitionInfo with the informations on the current transition. |
Animator .GetBoneTransform(humanBoneId) |
Returns Transform mapped to this human bone id. Returns null if the animator is disabled, if it does not have a human description, or if the bone id is invalid. |
Animator .GetBool(name) |
Returns the value of the given boolean parameter. |
Animator .GetCurrentAnimatorClipInfo(layerIndex) |
Returns an array of all the AnimatorClipInfo in the current state of the given layer. |
Animator .GetCurrentAnimatorClipInfoCount(layerIndex) |
Returns the number of AnimatorClipInfo in the current state. |
Animator .GetCurrentAnimatorStateInfo(layerIndex) |
Returns an AnimatorStateInfo with the information on the current state. |
Animator .GetFloat(name) |
Returns the value of the given float parameter. |
Animator .GetIKHintPosition(hint) |
Gets the position of an IK hint. |
Animator .GetIKHintPositionWeight(hint) |
Gets the translative weight of an IK Hint (0 = at the original animation before IK, 1 = at the hint). |
Animator .GetIKPosition(goal) |
Gets the position of an IK goal. |
Animator .GetIKPositionWeight(goal) |
Gets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal). |
Animator .GetIKRotation(goal) |
Gets the rotation of an IK goal. |
Animator .GetIKRotationWeight(goal) |
Gets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal). |
Animator .GetInteger(name) |
Returns the value of the given integer parameter. |
Animator .GetLayerIndex(layerName) |
Returns the index of the layer with the given name. |
Animator .GetLayerName(layerIndex) |
Returns the layer name. |
Animator .GetLayerWeight(layerIndex) |
Returns the weight of the layer at the specified index. |
Animator .GetNextAnimatorClipInfo(layerIndex) |
Returns an array of all the AnimatorClipInfo in the next state of the given layer. |
Animator .GetNextAnimatorClipInfoCount(layerIndex) |
Returns the number of AnimatorClipInfo in the next state. |
Animator .GetNextAnimatorStateInfo(layerIndex) |
Returns an AnimatorStateInfo with the information on the next state. |
Animator .GetParameter(index) |
Get animator controller parameter. |
Animator .HasState(layerIndex, stateID) |
Returns true if the state exists in this layer, false otherwise. |
Animator .InterruptMatchTarget(completeMatch) |
Interrupts the automatic target matching. |
Animator .IsInTransition(layerIndex) |
Returns true if there is a transition on the given layer, false otherwise. |
Animator .IsParameterControlledByCurve(name) |
Returns true if the parameter is controlled by a curve, false otherwise. |
Animator .MatchTarget(matchPosition, matchRotation, targetBodyPart, positionXYZWeight , rotationWeight, startNormalizedTime, targetNormalizedTime, completeMatch=1) |
Automatically adjust the GameObject position and rotation. |
Animator .Play(stateName, layer, normalizedTime=-#INF) |
Plays a state. |
Animator .PlayInFixedTime(stateName, layer=-1, fixedTime=-#INF) |
Plays a state. |
Animator .Rebind() |
Rebind all the animated properties and mesh data with the Animator. |
Animator .ResetTrigger(name) |
Resets the value of the given trigger parameter. |
Animator .SetBoneLocalRotation(humanBoneId, rotation) |
Sets local rotation of a human bone during a IK pass. |
Animator .SetBool(name, value) |
Sets the value of the given boolean parameter. |
Animator .SetFloat(name, value) |
Send float values to the Animator to affect transitions. |
Animator .SetFloat(name, value, dampTime, deltaTime) |
Send float values to the Animator to affect transitions. |
Animator .SetIKHintPosition(hint, hintPosition) |
Sets the position of an IK hint. |
Animator .SetIKHintPositionWeight(hint, value) |
Sets the translative weight of an IK hint (0 = at the original animation before IK, 1 = at the hint). |
Animator .SetIKPosition(goal, goalPosition) |
Sets the position of an IK goal. |
Animator .SetIKPositionWeight(goal, value) |
Sets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal). |
Animator .SetIKRotation(goal, goalRotation) |
Sets the rotation of an IK goal. |
Animator .SetIKRotationWeight(goal, value) |
Sets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal). |
Animator .SetInteger(name, value) |
Sets the value of the given integer parameter. |
Animator .SetLayerWeight(layerIndex, weight) |
Sets the weight of the layer at the given index. |
Animator .SetLookAtPosition(lookAtPosition) |
Sets the look at position. |
Animator .SetLookAtWeight(weight, bodyWeight=0, headWeight=1, eyesWeight=0, clampWeight=0.5) |
Set look at weights. |
Animator .SetTarget(targetIndex, targetNormalizedTime) |
Sets an AvatarTarget and a targetNormalizedTime for the current state. |
Animator .SetTrigger(name) |
Sets the value of the given trigger parameter. |
Animator .StartPlayback() |
Sets the animator in playback mode. |
Animator .StopPlayback() |
Stops the animator playback mode. When playback stops, the avatar resumes getting control from game logic. |
Animator .Update(deltaTime) |
Evaluates the animator based on deltaTime. |
Animator .WriteDefaultValues() |
Forces a write of the default values stored in the animator. |
Static Methods⚓︎
Name | Description |
---|---|
Animator .StringToHash(name) |
Generates an parameter id from a string. |
Inherited Members⚓︎
Inherited Properties⚓︎
Name | Description |
---|---|
Animator .enabled |
Enabled Behaviours are Updated, disabled Behaviours are not. |
Animator .isActiveAndEnabled |
Has the Behaviour had active and enabled called? |
Animator .gameObject |
The game object this component is attached to. A component is always attached to a game object. |
Animator .tag |
The tag of this game object. |
Animator .transform |
The Transform attached to this GameObject. |
Animator .hideFlags |
Should the object be hidden, saved with the Scene or modifiable by the user? |
Animator .name |
The name of the object. |
Inherited Methods⚓︎
Name | Description |
---|---|
Animator .BroadcastMessage(methodName, parameter=nil) |
Calls the method named methodName on every Lua Script in this game object or any of its children. |
Animator .CompareTag(tag) |
Is this game object tagged with tag ? |
Animator .GetAllLuaScripts() |
Returns an array of all Lua scripts that attached to the game object. |
Animator .GetComponent(type) |
Returns the component of Type type if the game object has one attached, nil if it doesn't. |
Animator .GetComponentInChildren(t) |
Returns the component of Type type in the GameObject or any of its children using depth first search. |
Animator .GetComponentInParent(t) |
Returns the component of Type type in the GameObject or any of its parents. |
Animator .GetComponents(type) |
Returns all components of Type type in the GameObject. |
Animator .GetComponentsInChildren(t) |
Returns all components of Type type in the GameObject or any of its children. |
Animator .GetComponentsInParent(t) |
Returns all components of Type type in the GameObject or any of its parents. |
Animator .SendMessage(methodName, value=nil) |
Calls the method named methodName on every Lua Script in this game object. |
Animator .SendMessageUpwards(methodName, value=nil) |
Calls the method named methodName on every LuaScript in this game object and on every ancestor of the behaviour. |
Animator .TryGetComponent(type) |
Gets the component of the specified type, if it exists. |
Animator .GetInstanceID() |
Returns the instance id of the object. |