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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.
|Controller||The animator controller attached to this character.|
|Avatar||The Avatar for this character.|
|Apply Root Motion||Should we control the character’s position from the animation itself or from script.|
|Animate Physics||Should the animation interact with physics?|
|Culling Mode||Culling mode for animations|
|Always animate||Always animate, don’t do culling|
|Based on Renderers||When the renderers are invisible, only root motion is animated. All other body parts will remain static while the character is invisible.|