An Animator Controller allows you to arrange and maintain a set of Animation Clips and associated Animation TransitionsAllows a state machine to switch or blend from one animation state to another. Transitions define how long a blend between states should take, and the conditions that activate them. More info
See in Glossary for a character or object. In most cases it is normal to have multiple animations and switch between them when certain game conditions occur. For example, you could switch from a walk Animation ClipAnimation data that can be used for animated characters or simple animations. It is a simple “unit” piece of motion, such as (one specific instance of) “Idle”, “Walk” or “Run”. More info
See in Glossary to a jump Animation Clip whenever the spacebar is pressed. However even if you only have a single Animation Clip you still need to place it into an Animator Controller to use it on a GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary.
The Animator Controller has references to the Animation clips used within it, and manages the various Animation Clips and the Transitions between them using a 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, which could be thought of as a flow-chart of Animation Clips and Transitions, or a simple program written in a visual programming language within Unity. More information about state machines can be found here.
Unity automatically creates an Animator Controller when you begin animating a GameObject using the Animation Window, or when you attach an Animation Clip to a GameObject.
To manually create an Animator Controller, right-click within either column of the Project window and select Create > Animator Controller.
Use the scroll wheel to zoom in and zoom out of the Animator Controller window.
To focus on an item in the Animator Controller window, select one or multiple states (click or drag a selection box around the states you wish to select), then press the F key to zoom in on the selection.
Press the A key to fit all of the animation states into the Animator Controller view.
Unity preserves your selection. Press the A and F keys to switch between your selected animation states and the entire Animator Controller.
During Play Mode, the Animator pans the view so that the current state being played is always visible. The Animator Controller respects the independent zoom factors of the Base Layer and Sub-State Machine, and the window pans automatically to ensure visibility of the active state or states.
To modify the zoom during Play Mode, follow these steps:
Note that the Animator Controller pans to each state when it activates.
AnimatorController
When you visit any website, it may store or retrieve information on your browser, mostly in the form of cookies. This information might be about you, your preferences or your device and is mostly used to make the site work as you expect it to. The information does not usually directly identify you, but it can give you a more personalized web experience. Because we respect your right to privacy, you can choose not to allow some types of cookies. Click on the different category headings to find out more and change our default settings. However, blocking some types of cookies may impact your experience of the site and the services we are able to offer.
More information
These cookies enable the website to provide enhanced functionality and personalisation. They may be set by us or by third party providers whose services we have added to our pages. If you do not allow these cookies then some or all of these services may not function properly.
These cookies allow us to count visits and traffic sources so we can measure and improve the performance of our site. They help us to know which pages are the most and least popular and see how visitors move around the site. All information these cookies collect is aggregated and therefore anonymous. If you do not allow these cookies we will not know when you have visited our site, and will not be able to monitor its performance.
These cookies may be set through our site by our advertising partners. They may be used by those companies to build a profile of your interests and show you relevant adverts on other sites. They do not store directly personal information, but are based on uniquely identifying your browser and internet device. If you do not allow these cookies, you will experience less targeted advertising. Some 3rd party video providers do not allow video views without targeting cookies. If you are experiencing difficulty viewing a video, you will need to set your cookie preferences for targeting to yes if you wish to view videos from these providers. Unity does not control this.
These cookies are necessary for the website to function and cannot be switched off in our systems. They are usually only set in response to actions made by you which amount to a request for services, such as setting your privacy preferences, logging in or filling in forms. You can set your browser to block or alert you about these cookies, but some parts of the site will not then work. These cookies do not store any personally identifiable information.