States are the basic building blocks of a state machine. Each state contains a Motion ( AnimationClip or BlendTree) which will play while the character is in that state. When an event in the game triggers a state transition, the character will be left in a new state whose animation sequence will then take over.
behaviours | The Behaviour list assigned to this state. |
cycleOffset | Offset at which the animation loop starts. Useful for synchronizing looped animations. Units is normalized time. |
cycleOffsetParameter | The animator controller parameter that drives the cycle offset value. |
cycleOffsetParameterActive | Define if the cycle offset value is driven by an Animator controller parameter or by the value set in the editor. |
iKOnFeet | Should Foot IK be respected for this state. |
mirror | Whether the animation state is mirrored. |
mirrorParameter | The animator controller parameter that drives the mirror value. |
mirrorParameterActive | Define if the mirror value is driven by an Animator controller parameter or by the value set in the editor. |
motion | The motion assigned to this state. |
nameHash | The hashed name of the state. |
speed | The default speed of the motion. |
speedParameter | The animator controller parameter that drives the speed value. |
speedParameterActive | Define if the speed value is driven by an Animator controller parameter or by the value set in the editor. |
tag | A tag can be used to identify a state. |
timeParameter | If timeParameterActive is true, the value of this Parameter will be used instead of normalized time. |
timeParameterActive | If true, use value of given Parameter as normalized time. |
transitions | The transitions that are going out of the state. |
writeDefaultValues | Whether or not the AnimatorStates writes back the default values for properties that are not animated by its Motion. |
AddExitTransition | Utility function to add an outgoing transition to the exit of the state's parent state machine. |
AddStateMachineBehaviour | Adds a state machine behaviour class of type T to the AnimatorState. Note that there is no corresponding "Remove" method. To remove a state machine behaviour, use Object.Destroy. |
AddTransition | Utility function to add an outgoing transition to the destination state. |
RemoveTransition | Utility function to remove a transition from the state. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. |
bool | Does 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. |