It is common for a character or a GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary to have several different animations for the different actions it performs in a game. For example, a character breathes and sways slightly when idle, walks when commanded, and raises their arms when they fall from a platform. A door has animations for when it opens, closes, jams, and when it gets broken open.
Mecanim uses a visual layout system, similar to a flowchart, to represent a state machineThe set of states in an Animator Controller that a character or animated GameObject can be in, along with a set of transitions between those states and a variable to remember the current state. The states available will depend on the type of gameplay, but typical states include things like idling, walking, running and jumping. More info
See in Glossary. You use this visual layout system to control and arrange when to play the animation clipsAnimation data that can be used for animated characters or simple animations. It is a simple “unit” piece of motion, such as (one specific instance of) “Idle”, “Walk” or “Run”. More info
See in Glossary for your character or GameObject.
The following topics provide more details on Mecanim’s state machine:
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