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AnimatorState

Namespace: UnityEditor.Animations

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Inherits from: Object

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Description

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.

Variables

behavioursThe Behaviour list assigned to this state.
iKOnFeetShould Foot IK be respected for this state.
mirrorShould the state be mirrored.
motionThe motion assigned to this state.
nameHashThe hashed name of the state.
speedThe default speed of the motion.
tagA tag can be used to identify a state.
transitionsThe transitions that are going out of the state.
writeDefaultValuesWhether or not the AnimatorStates writes back the default values for properties that are not animated by its Motion.

Public Functions

AddExitTransitionUtility function to add an outgoing transition to the exit of the state's parent state machine.
AddStateMachineBehaviourAdds a state machine behaviour class of type stateMachineBehaviourType to the AnimatorState. C# Users can use a generic version.
AddTransitionUtility function to add an outgoing transition to the destination state.
RemoveTransitionUtility function to remove a transition from the state.

Inherited members

Variables

hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameThe name of the object.

Public Functions

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.