Animator Component and Animator Controller

Animator Component

Any GameObject that has an avatar will also have an Animator component, which is the link between the character and its behavior.

The Animator component references an Animator Controller which is used for setting up behavior on the character. This includes setup for State Machines, Blend Trees, and events to be controlled from script.

Properties

ControllerThe animator controller attached to this character
AvatarThe Avatar for this character.
Apply Root MotionShould we control the character's position from the animation itself or from script.
Animate PhysicsShould the animation interact with physics?
Culling ModeCulling mode for animations
Always animateAlways animate, don't do culling
Based on RenderersWhen the renderers are invisible, only root motion is animated. All other body parts will remain static while the character is invisible.

Animator Controller

You can view and set up character behavior from the Animator Controller view (Menu: Window > Animator Controller).

An Animator Controller can be created from the Project View (Menu: Create > Animator Controller). This creates a .controller asset on disk, which looks like this in the Project Browser

Animator Controller asset on disk

After the state machine setup has been made, you can drop the controller onto the Animator component of any character with an Avatar in the Hierarchy View.

The Animator Controller Window

The Animator Controller Window will contain

Note that the Animator Controller Window will always display the state machine from the most recently selected .controller asset, regardless of what scene is currently loaded.

(back to Mecanim introduction)

Page last updated: 2012-10-18