Version: 2019.3
LanguageEnglish
  • C#

AnimatorTransition

class in UnityEditor.Animations

/

Inherits from:Animations.AnimatorTransitionBase

/

Implemented in:UnityEditor

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

Transitions define when and how the state machine switch from on state to another. AnimatorTransition always originate from a StateMachine or a StateMachine entry. They do not define timing parameters.

A transition happens when all its conditions are met.

Constructors

AnimatorTransitionCreates a new animator transition.

Inherited Members

Properties

conditions AnimatorCondition conditions that need to be met for a transition to happen.
destinationStateThe destination state of the transition.
destinationStateMachineThe destination state machine of the transition.
isExitIs the transition destination the exit of the current state machine.
muteMutes the transition. The transition will never occur.
soloMutes all other transitions in the source state.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

AddConditionUtility function to add a condition to a transition.
RemoveConditionUtility function to remove a condition from the transition.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the object.

Static Methods

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.

Operators

boolDoes 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.