AnimatorTransitionInfo

struct in UnityEngine

/

Implemented in:UnityEngine.AnimationModule

Description

Information about the current transition on a specific state machine layer.

Use Animator.GetAnimatorTransitionInfo to access transition information during playmode. Use this information to, for example, check the current transition and measure its progress. You can use the weight of the target state to measure the progress of a transition.

This struct is not related to AnimatorTransition which is only available in the Editor and is used to build state machine transitions from code.

Additional resources: AnimatorStateInfo Animator.GetAnimatorTransitionInfo AnimatorControllerPlayable.GetAnimatorTransitionInfo.

using UnityEngine;

// MonoBehaviour that sets the IK position and weight of the right hand when the character transitions to a "Grab" animation
// state.
[RequireComponent(typeof(Animator))]
public class GrabBehaviour : MonoBehaviour
{
    private Animator m_Animator;

    public Transform grabTarget;

    void Start()
    {
        m_Animator = GetComponent<Animator>();
    }

    void OnAnimatorIK(int layerIndex)
    {
        float ikWeight;

        var transitionInfo = m_Animator.GetAnimatorTransitionInfo(0);
        if (transitionInfo.IsName("Locomotion -> Grab"))
        {
            // When the character transitions from "Locomotion" to "Grab" state, do not immediately 
            // set the IK weight from 0 to 1 to avoid the hand instantly snapping to the target.
            // The IK weight changes at the same rate as the animation state. For example, when the
            // transition is halfway through, the IK weight is 0.5.
            ikWeight = transitionInfo.normalizedTime;
        }
        else
        {
            // The IK weight is 0 when the "Locomotion" state is active and 1 when the "Graph" state is active.
            ikWeight = m_Animator.GetCurrentAnimatorStateInfo(0).IsName("Grab") ? 1f : 0f;
        }

        m_Animator.SetIKPositionWeight(AvatarIKGoal.RightHand, ikWeight);
        if (ikWeight > 0f)
        {
            m_Animator.SetIKPosition(AvatarIKGoal.RightHand, grabTarget.position);
        }
    }
}

Properties

anyStateReturns true if the transition is from an AnyState node, or from Animator.CrossFade.
durationDuration of the transition.
durationUnitThe unit of the transition duration.
fullPathHashThe hash name of the Transition.
nameHashThe simplified name of the Transition.
normalizedTimeNormalized time of the Transition.
userNameHashThe user-specified name of the Transition.

Public Methods

IsNameDoes name match the name of the active Transition.
IsUserNameDoes userName match the name of the active Transition.

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