Use the Animator window to create, view, and modify Animator Controller assets.
The Animator window displays the state machineThe set of states in an Animator Controller that a character or animated GameObject can be in, along with a set of transitions between those states and a variable to remember the current state. The states available will depend on the type of gameplay, but typical states include things like idling, walking, running and jumping. More info
See in Glossary from the most recently selected .controller asset, regardless of which sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
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The Animator window contains:
You can right-click (macOS: Ctrl__+click) on the grid to create a new state node. Use the middle mouse button or press Alt__ (macOS: Option) and drag to pan the Animator Controller view. Click to select and edit a state node. Click and drag a state node to rearrange your state machine.
Use the Parameters view to create, view, and edit Animator Controller Parameters. These are variables you define that act as inputs for the state machine. To add a parameter, select the Plus icon, then select the parameter type from the context menu. To delete a parameter, select the parameter in the list and press Delete (macOS: Ctrl__+click and select Delete__).
Use the Layers view to create, view, and edit layersLayers in Unity can be used to selectively opt groups of GameObjects in or out of certain processes or calculations. This includes camera rendering, lighting, physics collisions, or custom calculations in your own code. More info
See in Glossary for your Animator Controller. You can control each layer with a different state machine. For example, you can create a base layer that controls the full body animation of your character and a second layer that controls the upper-body animation.
Enable or disable the Eye icon to display or hide the side pane. Hide the side pane to have more room to edit your state machine.
States can contain sub-states and blend trees. You can nest these structures repeatedly. When you view a sub-state or blend tree within another state, the breadcrumb list displays the nested hierarchy. Select an item in the breadcrumb list to display the state, sub-state, or blend tree.
Select the Lock icon to focus the Animator window on the selected Animator Controller asset. The Animator window doesn’t change focus when you select a different Animator Controller asset. If you disable the Lock icon, the Animator window changes focus when you select a different Animator Controller asset.