Version: Unity 6.1 Alpha (6000.1)
LanguageEnglish
  • C#

Animator.MatchTarget

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

Submission failed

For 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.

Close

Cancel

Switch to Manual

Declaration

public void MatchTarget(Vector3 matchPosition, Quaternion matchRotation, AvatarTarget targetBodyPart, MatchTargetWeightMask weightMask, float startNormalizedTime, float targetNormalizedTime = 1);

Parameters

matchPosition The position we want the body part to reach.
matchRotation The rotation in which we want the body part to be.
targetBodyPart The body part that is involved in the match.
weightMask Structure that contains weights for matching position and rotation.
startNormalizedTime Start time within the animation clip (0 - beginning of clip, 1 - end of clip).
targetNormalizedTime End time within the animation clip (0 - beginning of clip, 1 - end of clip), values greater than 1 can be set to trigger a match after a certain number of loops. Ex: 2.3 means at 30% of 2nd loop.
completeMatch Allows you to specify what should happen if the MatchTarget function is interrupted. A value of true causes the GameObject to immediately move to the matchPosition if interrupted. A value of false causes the GameObject to stay at its current position if interrupted.

Description

Automatically adjust the GameObject position and rotation.

Adjust the GameObject position and rotation so that the AvatarTarget reaches the matchPosition when the current state is at the specified progress. Target matching only works on the base layer (index 0). You can only queue one match target at a time and you must wait for the first one to finish, otherwise your target matching will be discarded. If you call a MatchTarget with a start time lower than the clip's normalized time and the clip can loop, MatchTarget will adjust the time to match the next clip loop. For example, start time= 0.2 normalized time = 0.3, start time will be 1.2. Animator.applyRootMotion must be enabled for MatchTarget to take effect.

using UnityEngine;

public class TargetMatchingManager : MonoBehaviour { public void MatchTarget(Vector3 matchPosition, Quaternion matchRotation, AvatarTarget target, MatchTargetWeightMask weightMask, float normalisedStartTime, float normalisedEndTime) { var animator = GetComponent<Animator>();

if (animator.isMatchingTarget) return;

float normalizeTime = Mathf.Repeat(animator.GetCurrentAnimatorStateInfo(0).normalizedTime, 1f);

if (normalizeTime > normalisedEndTime) return;

animator.MatchTarget(matchPosition, matchRotation, target, weightMask, normalisedStartTime, normalisedEndTime); } }