Legacy Documentation: Version 5.0
Language: English
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Animator.GetBehaviours

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public function GetBehaviours(): T[];
public T[] GetBehaviours();

Description

Return all StateMachineBehaviour that match type T or derived from T. Return null if none are found.

#pragma strict
// An example StateMachineBehaviour.
public class BreathBehaviour extends StateMachineBehaviour {
	public var fastBreath;
	// OnStateUpdate is called at each Update frame between OnStateEnter and OnStateExit callback
	public override function OnStateUpdate(animator, stateInfo, layerIndex) {
		animator.SetBool("FastBreath", fastBreath);
	}
}
public class RunBehaviour extends StateMachineBehaviour {
	// OnStateUpdate is called at each Update frame between OnStateEnter and OnStateExit callback
	public override function OnStateUpdate(animator, stateInfo, layerIndex) {
		var breathBehaviours = animator.GetBehaviours.<BreathBehaviour>();
		for (var i = 0; i < breathBehaviours.Length(); i++)
			breathBehaviours[i].fastBreath = true;
	}
}
using UnityEngine;
using System.Collections;

// An example StateMachineBehaviour. public class BreathBehaviour : StateMachineBehaviour {

public bool fastBreath;

// OnStateUpdate is called at each Update frame between OnStateEnter and OnStateExit callback override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { animator.SetBool("FastBreath", fastBreath); } }

public class RunBehaviour : StateMachineBehaviour { // OnStateUpdate is called at each Update frame between OnStateEnter and OnStateExit callback override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { BreathBehaviour[] breathBehaviours = animator.GetBehaviours<BreathBehaviour>(); for(int i=0;i<breathBehaviours.Length();i++) breathBehaviours[i].fastBreath = true; } }