You can view and set up character behavior from the Animator ControllerControls animation through Animation Layers with Animation State Machines and Animation Blend Trees, controlled by Animation Parameters. The same Animator Controller can be referenced by multiple models with Animator components. More info
See in Glossary view (Menu: Window > AnimationA collection of images that create a moving image when played sequentially. In Unity, an animation is the result of adding two different animation keys, at two different times, for the same animatable property. More info
See in Glossary > Animator).
The various ways an Animator Controller can be created:
By right-clicking in the Project View and selecting ‘Create > Animator Controller’.
From the Assets menu by selecting ‘Assets > Create > Animator Controller’.
This creates a
.controller asset on disk. In the Project Browser window the icon will look like:
After 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 setup has been made, you can drop the controller onto the Animator componentA component on a model that animates that model using the Animation system. The component has a reference to an Animator Controller asset that controls the animation. More info
See in Glossary of any character with an AvatarAn interface for retargeting animation from one rig to another. More info
See in Glossary in the Hierarchy View.
The Animator Controller window contains:
Note that the Animator Controller Window will always display the state machine from the most recently selected
.controller asset, regardless of what 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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