Legacy Documentation: Version 4.5.0

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Animation

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Namespace: UnityEngine

/

Inherits from: Behaviour

Description

The animation component is used to play back animations.

You can assign animation clips to the animation component and control playback from your script. The animation system in Unity is weight based and supports: Animation Blending, Additive animations, Animation Mixing, Layers and full control over all aspects of animation playback.

For an overview of animation scripting in Unity please read this introduction.

To play a simple animation use Animation.Play
To cross-fade between animations use Animation.CrossFade
To change how animations wrap (Loop, Once, PingPong) change the WrapMode of the respective AnimationClips in their import settings, or use AnimationState.wrapMode to change it at runtime.
AnimationState can be used to change the layer of an animation, modify playback speed, and for direct control over blending and mixing.

Animation also supports enumerators so you can loop through all AnimationStates like this:

// Make all animations in this character play at half speed
for (var state : AnimationState in animation) {
	state.speed = 0.5;
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    void Example() {
        foreach (AnimationState state in animation) {
            state.speed = 0.5F;
        }
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	def Example() as void:
		for state as AnimationState in animation:
			state.speed = 0.5F

See Also: An overview of animation scripting in Unity is here.

Variables

animatePhysicsWhen turned on, animations will be executed in the physics loop. This is only useful in conjunction with kinematic rigidbodies.
clipThe default animation.
cullingTypeControls culling of this Animation component.
isPlayingAre we playing any animations?
localBoundsAABB of this Animation animation component in local space.
playAutomaticallyShould the default animation clip (Animation.clip) automatically start playing on startup.
this[string]Returns the animation state named name.
wrapModeHow should time beyond the playback range of the clip be treated?

Functions

AddClipAdds a clip to the animation with name newName.
BlendBlends the animation named animation towards targetWeight over the next time seconds.
CrossFadeFades the animation with name animation in over a period of time seconds and fades other animations out.
CrossFadeQueuedCross fades an animation after previous animations has finished playing.
GetClipCountGet the number of clips currently assigned to this animation.
IsPlayingIs the animation named name playing?
PlayPlays animation without any blending.
PlayQueuedPlays an animation after previous animations has finished playing.
RemoveClipRemove clip from the animation list.
RewindRewinds the animation named name.
SampleSamples animations at the current state.
StopStops all playing animations that were started with this Animation.

Inherited members

Variables

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
animationThe Animation attached to this GameObject (null if there is none attached).
audioThe AudioSource attached to this GameObject (null if there is none attached).
cameraThe Camera attached to this GameObject (null if there is none attached).
colliderThe Collider attached to this GameObject (null if there is none attached).
collider2DThe Collider2D component attached to the object.
constantForceThe ConstantForce attached to this GameObject (null if there is none attached).
gameObjectThe game object this component is attached to. A component is always attached to a game object.
guiTextThe GUIText attached to this GameObject (null if there is none attached).
guiTextureThe GUITexture attached to this GameObject (Read Only). (null if there is none attached).
hingeJointThe HingeJoint attached to this GameObject (null if there is none attached).
lightThe Light attached to this GameObject (null if there is none attached).
networkViewThe NetworkView attached to this GameObject (Read Only). (null if there is none attached).
particleEmitterThe ParticleEmitter attached to this GameObject (null if there is none attached).
particleSystemThe ParticleSystem attached to this GameObject (null if there is none attached).
rendererThe Renderer attached to this GameObject (null if there is none attached).
rigidbodyThe Rigidbody attached to this GameObject (null if there is none attached).
rigidbody2DThe Rigidbody2D that is attached to the Component's GameObject.
tagThe tag of this game object.
transformThe Transform attached to this GameObject (null if there is none attached).
hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameThe name of the object.

Functions

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagIs this game object tagged with /tag/?
GetComponentReturns the component of Type type if the game object has one attached, null if it doesn't.
GetComponentInChildrenReturns the component of Type type in the GameObject or any of its children using depth first search.
GetComponentInParentReturns the component of Type type in the GameObject or any of its parents.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the game object.

Static Functions

DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares if two objects refer to the same.