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

UnityEngine.AnimationModule

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

Description

The Animation module implements Unity's animation system.

Classes

AimConstraintConstrains the orientation of an object relative to the position of one or more source objects, such that the object is facing the average position of the sources.
AnimationThe animation component is used to play back animations.
AnimationClipStores keyframe based animations.
AnimationEventAnimationEvent lets you call a script function similar to SendMessage as part of playing back an animation.
AnimationPlayableBindingA PlayableBinding that contains information representing an AnimationPlayableOutput.
AnimationPlayableOutputExtensionsStatic class providing experimental extension methods for AnimationPlayableOutput .
AnimationPlayableUtilitiesImplements high-level utility methods to simplify use of the Playable API with Animations.
AnimationSceneHandleUtilityStatic class providing utility functions for animation scene handles.
AnimationStateThe AnimationState gives full control over animation blending.
AnimationStreamHandleUtilityStatic class providing utility functions for animation stream handles.
AnimatorInterface to control the Mecanim animation system.
AnimatorControllerParameterUsed to communicate between scripting and the controller. Some parameters can be set in scripting and used by the controller, while other parameters are based on Custom Curves in Animation Clips and can be sampled using the scripting API.
AnimatorJobExtensionsStatic class providing extension methods for Animator and the animation C# jobs.
AnimatorOverrideControllerInterface to control Animator Override Controller.
AnimatorUtilityVarious utilities for animator manipulation.
AvatarAvatar definition.
AvatarBuilderClass to build avatars from user scripts.
AvatarMaskAvatarMask is used to mask out humanoid body parts and transforms.
DiscreteEvaluationAttributeUse this attribute to indicate that a property will be evaluated as a discrete value during animation playback.
GenericBindingUtilityAnimation utility functions for reading and writing values from Unity components.
HumanPoseHandlerUse this class to create, read, and write the HumanPose for a humanoid avatar skeleton hierarchy or an avatar pose.
HumanTraitDetails of all the human bone and muscle types defined by Mecanim.
LookAtConstraint Constrains the orientation of an object relative to the position of one or more source objects, such that the object is facing the average position of the sources. The LookAtConstraint is a simplified AimConstraint typically used with a Camera.
MotionBase class for AnimationClips and BlendTrees.
NotKeyableAttributeUse this attribute in a script to mark a property as non-animatable.
ParentConstraintConstrains the orientation and translation of an object to one or more source objects. The constrained object behaves as if it is in the hierarchy of the sources.
PositionConstraintConstrains the position of an object relative to the position of one or more source objects.
RotationConstraintConstrains the rotation of an object relative to the rotation of one or more source objects.
RuntimeAnimatorControllerThe runtime representation of the AnimatorController. Use this representation to change the Animator Controller during runtime.
ScaleConstraintConstrains the scale of an object relative to the scale of one or more source objects.
SharedBetweenAnimatorsAttributeThe SharedBetweenAnimatorsAttribute specifies that this StateMachineBehaviour is instantiated only once and shared by all Animator instances. This attribute reduces the memory footprint for each controller instance.
StateMachineBehaviourStateMachineBehaviour is a component that can be added to a state machine state. It's the base class any script on a state must derive from.

Structs

AnimationClipPlayableA Playable that controls an AnimationClip.
AnimationHumanStreamThe humanoid stream of animation data passed from one Playable to another.
AnimationLayerMixerPlayableAn implementation of IPlayable that controls an animation layer mixer.
AnimationMixerPlayableAn implementation of IPlayable that controls an animation mixer.
AnimationPlayableOutputA IPlayableOutput implementation that connects the PlayableGraph to an Animator in the Scene.
AnimationScriptPlayableA Playable that can run a custom, multi-threaded animation job.
AnimationStreamThe stream of animation data passed from one Playable to another.
AnimatorClipInfoInformation about clip being played and blended by the Animator.
AnimatorControllerPlayableAn implementation of IPlayable that controls an animation RuntimeAnimatorController.
AnimatorStateInfoInformation about the current or next state.
AnimatorTransitionInfoInformation about the current transition.
BoundPropertyA BoundProperty is a safe handle to read and write value in a generic way from any Unity components.
ConstraintSourceRepresents a source for the constraint.
GenericBindingDefines an animatable property on a Unity Component.
HumanBoneThe mapping between a bone in the model and the conceptual bone in the Mecanim human anatomy.
HumanDescriptionClass that holds humanoid avatar parameters to pass to the AvatarBuilder.BuildHumanAvatar function.
HumanLimitThis class stores the rotation limits that define the muscle for a single human bone.
HumanPoseRetargetable humanoid pose.
MatchTargetWeightMaskUse this struct to specify the position and rotation weight mask for Animator.MatchTarget.
MuscleHandleHandle for a muscle in the AnimationHumanStream.
PropertySceneHandleHandle to read a Component property on an object in the Scene.
PropertyStreamHandleHandle for a Component property on an object in the AnimationStream.
SkeletonBoneDetails of the Transform name mapped to the skeleton bone of a model and its default position and rotation in the T-pose.
TransformSceneHandleHandle to read position, rotation and scale of an object in the Scene.
TransformStreamHandlePosition, rotation and scale of an object in the AnimationStream.

Enumerations

AnimationBlendModeUsed by Animation.Play function.
AnimationCullingTypeThis enum controlls culling of Animation component.
AnimationStreamSourceDescribes how an AnimationStream is initialized
AnimationUpdateModeThe update mode of the Animation component.
AnimatorControllerParameterTypeThe type of the parameter.
AnimatorCullingModeCulling mode for the Animator.
AnimatorRecorderModeThe mode of the Animator's recorder.
AnimatorUpdateModeThe update mode of the Animator.
ArmDofEnumeration of all the muscles in an arm.
AvatarIKGoalIK Goal.
AvatarIKHintIK Hint.
AvatarMaskBodyPartAvatar body part.
AvatarTargetTarget.
AxisRepresents the axes used in 3D space.
BodyDofEnumeration of all the muscles in the body.
CustomStreamPropertyTypeThe type of custom stream property to create using BindCustomStreamProperty
DurationUnitDescribe the unit of a duration.
FingerDofEnumeration of all the muscles in a finger.
HeadDofEnumeration of all the muscles in the head.
HumanBodyBonesHuman Body Bones.
HumanPartDofEnumeration of all the parts in a human.
LegDofEnumeration of all the muscles in a leg.
PlayModeUsed by Animation.Play function.
QueueModeUsed by Animation.Play function.