Select your preferred scripting language. All code snippets will be displayed in this language.
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.
CloseFor some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.
ClosestateName | The name of the state to play. |
layer | Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. |
fixedTime | Start time of the current destination state. Value is in seconds. If no explicit fixedTime is specified or fixedTime value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time. |
stateNameHash | The AnimatorState fullPathHash, nameHash or shortNameHash to play. Passing 0 will transition to self. |
Same as IAnimatorControllerPlayable.Play, but the offset in the target state is in fixed time.
The state has to be on the same layer.
You cannot change the current state on a synchronized layer, you need to change it on the referenced layer.