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 | Should the state be 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. | 
| FindObjectsByType | Retrieves a list of all loaded objects of Type type. | 
| Instantiate | Clones the object original and returns the clone. | 
| 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. |