Interface to control the Mecanim animation system
isHuman |
Returns true if the current rig is humanoid, false if it is generic |
humanScale |
Returns the scale of the current Avatar for a humanoid rig, (1 by default if the rig is generic) |
deltaPosition |
Gets the avatar delta position for the last evaluated frame |
deltaRotation |
Gets the avatar delta rotation for the last evaluated frame |
rootPosition |
The root position, the position of the game object |
rootRotation |
The root rotation, the rotation of the game object |
applyRootMotion |
Root is controlled by animations |
animatePhysics |
When turned on, animations will be executed in the physics loop. This is only useful in conjunction with kinematic rigidbodies. |
gravityWeight |
The current gravity weight based on current animations that are played |
bodyPosition |
The position of the body mass center |
bodyRotation |
The rotation of the body mass center |
stabilizeFeet |
Automatic stabilization of feet during transition and blending |
layerCount |
The AnimatorController layer count |
feetPivotActive |
Activates feet pivot. At 0% blending point is body mass center. At 100% blending point is feet pivot |
pivotWeight |
Gets the pivot weight |
pivotPosition |
Get the current position of the pivot |
isMatchingTarget |
If automatic matching is active |
speed |
The playback speed of the Animator. 1 is normal playback speed |
targetPosition |
Returns the position of the target specified by SetTarget(AvatarTarget targetIndex, float targetNormalizedTime)) |
targetRotation |
Returns the rotation of the target specified by SetTarget(AvatarTarget targetIndex, float targetNormalizedTime)) |
cullingMode |
Controls culling of this Animator component. |
avatar |
Gets/Sets the current Avatar |
layersAffectMassCenter |
Additionnal layers affects the mass center |
GetFloat |
Gets the value of a float parameter |
SetFloat |
Sets the value of a float parameter |
GetBool |
Gets the value of a bool parameter |
SetBool |
Sets the value of a bool parameter |
GetInteger |
Gets the value of an integer parameter |
SetInteger |
Sets the value of an integer parameter |
GetVector |
Gets the value of a vector parameter |
SetVector |
Sets the value of a vector parameter |
GetQuaternion |
Gets the value of a quaternion parameter |
SetQuaternion |
Sets the value of a quaternion parameter |
IsParameterControlledByCurve |
Returns true if a parameter is controlled by an additionnal curve on an animation |
GetIKPosition |
Gets the position of an IK goal |
SetIKPosition |
Sets the position of an IK goal |
GetIKRotation |
Gets the rotation of an IK goal |
SetIKRotation |
Sets the rotation of an IK goal |
GetIKPositionWeight |
Gets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal) |
SetIKPositionWeight |
Sets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal) |
GetIKRotationWeight |
Gets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal) |
SetIKRotationWeight |
Sets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal) |
SetLookAtPosition |
Sets the look at position |
SetLookAtWeight |
Set look at weights |
GetLayerName |
Gets name of the layer |
GetLayerWeight |
Gets the layer's current weight |
SetLayerWeight |
Sets the layer's current weight |
GetCurrentAnimatorStateInfo |
Gets the current State information on a specified AnimatorController layer |
GetNextAnimatorStateInfo |
Gets the next State information on a specified AnimatorController layer |
GetAnimatorTransitionInfo |
Gets the Transition information on a specified AnimatorController layer |
GetCurrentAnimationClipState |
Gets the list of AnimationInfo currently played by the current state |
GetNextAnimationClipState |
Gets the list of AnimationInfo currently played by the next state |
IsInTransition |
Is the specified AnimatorController layer in a transition |
MatchTarget |
Automatically adjust the gameobject position and rotation so that the AvatarTarget reaches the matchPosition when the current state is at the specified progress |
InterruptMatchTarget |
Interrupts the automatic target matching |
ForceStateNormalizedTime |
Force the normalized time of a state to a user defined value |
SetTarget |
Sets an AvatarTarget and a targetNormalizedTime for the current state |
IsControlled |
Returns true if the transform is controlled by the Animator\ |
GetBoneTransform |
Returns transform mapped to this human bone id |
StringToHash |
Generates an parameter id from a string |
enabled |
Enabled Behaviours are Updated, disabled Behaviours are not. |
transform |
The Transform attached to this GameObject (null if there is none attached). |
rigidbody |
The Rigidbody attached to this GameObject (null if there is none attached). |
camera |
The Camera attached to this GameObject (null if there is none attached). |
light |
The Light attached to this GameObject (null if there is none attached). |
animation |
The Animation attached to this GameObject (null if there is none attached). |
constantForce |
The ConstantForce attached to this GameObject (null if there is none attached). |
renderer |
The Renderer attached to this GameObject (null if there is none attached). |
audio |
The AudioSource attached to this GameObject (null if there is none attached). |
guiText |
The GUIText attached to this GameObject (null if there is none attached). |
networkView |
The NetworkView attached to this GameObject (Read Only). (null if there is none attached) |
guiTexture |
The GUITexture attached to this GameObject (Read Only). (null if there is none attached) |
collider |
The Collider attached to this GameObject (null if there is none attached). |
hingeJoint |
The HingeJoint attached to this GameObject (null if there is none attached). |
particleEmitter |
The ParticleEmitter attached to this GameObject (null if there is none attached). |
particleSystem |
The ParticleSystem attached to this GameObject (null if there is none attached). |
gameObject |
The game object this component is attached to. A component is always attached to a game object. |
tag |
The tag of this game object. |
name |
The name of the object. |
hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user? |
GetComponent |
Returns the component of Type type if the game object has one attached, null if it doesn't. |
GetComponentInChildren |
Returns the component of Type type in the GameObject or any of its children using depth first search. |
GetComponentsInChildren |
Returns all components of Type type in the GameObject or any of its children. |
GetComponents |
Returns all components of Type type in the GameObject. |
CompareTag |
Is this game object tagged tag? |
SendMessageUpwards |
Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour |
SendMessage |
Calls the method named methodName on every MonoBehaviour in this game object. |
BroadcastMessage |
Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
GetInstanceID |
Returns the instance id of the object. |
ToString |
Returns the name of the game object. |
operator bool |
Does the object exist? |
Instantiate |
Clones the object original and returns the clone. |
Destroy |
Removes a gameobject, component or asset. |
DestroyImmediate |
Destroys the object obj immediately. It is strongly recommended to use Destroy instead. |
FindObjectsOfType |
Returns a list of all active loaded objects of Type type. |
FindObjectOfType |
Returns the first active loaded object of Type type. |
operator == |
Compares if two objects refer to the same |
operator != |
Compares if two objects refer to a different object |
DontDestroyOnLoad |
Makes the object target not be destroyed automatically when loading a new scene. |