The Animation module implements Unity's animation system.
| Class | Description |
|---|---|
| AimConstraint | Constrains the orientation of a GameObject based on the position of one or more sources. |
| Animation | The animation component is used to play back animations. |
| AnimationClip | Provides an asset that assigns animation curves to animatable properties. |
| AnimationEvent | AnimationEvent lets you call a script function similar to SendMessage as part of playing back an animation. |
| AnimationPlayableBinding | A PlayableBinding that contains information representing an AnimationPlayableOutput. |
| AnimationPlayableOutputExtensions | Static class providing experimental extension methods for AnimationPlayableOutput . |
| AnimationPlayableUtilities | Implements high-level utility methods to simplify use of the Playable API with Animations. |
| AnimationSceneHandleUtility | Static class providing utility functions for animation scene handles. |
| AnimationState | The AnimationState gives full control over animation blending. |
| AnimationStreamHandleUtility | Static class providing utility functions for animation stream handles. |
| Animator | Manages, controls, and evaluates the animation of a GameObject. |
| AnimatorControllerParameter | Used to communicate between scripting and an AnimatorController. |
| AnimatorJobExtensions | Static class providing extension methods for Animator and the animation C# jobs. |
| AnimatorOverrideController | Interface to control Animator Override Controller. |
| AnimatorUtility | Various utilities for animator manipulation. |
| Avatar | The avatar asset describes the mapping of the character in the Animator. |
| AvatarBuilder | Class to build avatars from user scripts. |
| AvatarMask | AvatarMask is used to mask out humanoid body parts and transforms. |
| DiscreteEvaluationAttribute | Use this attribute to indicate that a property will be evaluated as a discrete value during animation playback. |
| GenericBindingUtility | Animation utility functions for reading and writing values from Unity components. |
| HumanPoseHandler | Use this class to create, read, and write the HumanPose for a humanoid avatar skeleton hierarchy or an avatar pose. |
| HumanTrait | Details of all the human bone and muscle types defined by Mecanim. |
| LookAtConstraint | Constrains the orientation of a GameObject based on the position of one or more sources. |
| Motion | Stores a reference to an animation asset associated with a State Machine state. |
| NotKeyableAttribute | Use this attribute in a script to mark a property as non-animatable. |
| ParentConstraint | Constrains the transformation of a GameObject based on the position and rotation of one or more sources. |
| PositionConstraint | Constrains the position of a GameObject based on the position of one or more sources. |
| RotationConstraint | Constrains the rotation of a GameObject based on the rotation of one or more sources. |
| RuntimeAnimatorController | A representation of the Animator Controller, optimized for runtime. |
| ScaleConstraint | Constrains the scale of a GameObject based on the scale of one or more sources. |
| SharedBetweenAnimatorsAttribute | The 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. |
| StateMachineBehaviour | StateMachineBehaviour is a component that you add to a state machine state. It is the base class that a script must derive from. |
| Struct | Description |
|---|---|
| AnimationClipPlayable | A Playable that controls an AnimationClip. |
| AnimationHumanStream | The humanoid stream of animation data passed from one Playable to another. |
| AnimationLayerMixerPlayable | An implementation of IPlayable that controls an animation layer mixer. |
| AnimationMixerPlayable | An implementation of IPlayable that controls an animation mixer. |
| AnimationPlayableOutput | A IPlayableOutput implementation that connects the PlayableGraph to an Animator in the Scene. |
| AnimationScriptPlayable | A Playable that can run a custom, multi-threaded animation job. |
| AnimationStream | The stream of animation data passed from one Playable to another. |
| AnimatorClipInfo | Information about clip being played and blended by the Animator. |
| AnimatorControllerPlayable | An implementation of IPlayable that controls an animation RuntimeAnimatorController. |
| AnimatorStateInfo | Runtime information on the current or next animation state, managed by an Animator. |
| AnimatorTransitionInfo | Information about the current transition on a specific state machine layer. |
| BoundProperty | A BoundProperty is a safe handle to read and write value in a generic way from any Unity components. |
| ConstraintSource | Represents a weighted position that can be used in a constraint. |
| GenericBinding | Defines an animatable property on a Unity Component. |
| HumanBone | The mapping between a bone in the model and the conceptual bone in the Mecanim human anatomy. |
| HumanDescription | Class that holds humanoid avatar parameters to pass to the AvatarBuilder.BuildHumanAvatar function. |
| HumanLimit | This class stores the rotation limits that define the muscle for a single human bone. |
| HumanPose | Retargetable humanoid pose. |
| MatchTargetWeightMask | Use this struct to specify the position and rotation weight mask for Animator.MatchTarget. |
| MuscleHandle | Handle for a muscle in the AnimationHumanStream. |
| PropertySceneHandle | Handle to read a Component property on an object in the Scene. |
| PropertyStreamHandle | Handle for a Component property on an object in the AnimationStream. |
| SkeletonBone | Details of the Transform name mapped to the skeleton bone of a model and its default position and rotation in the T-pose. |
| TransformSceneHandle | Handle to read position, rotation and scale of an object in the Scene. |
| TransformStreamHandle | Position, rotation and scale of an object in the AnimationStream. |
| Enumeration | Description |
|---|---|
| AnimationBlendMode | Used by Animation.Play function. |
| AnimationCullingType | This enum controlls culling of Animation component. |
| AnimationStreamSource | Describes how an AnimationStream is initialized |
| AnimationUpdateMode | The update mode of the Animation component. |
| AnimatorControllerParameterType | The type of the parameter. |
| AnimatorCullingMode | The culling mode for an Animator. |
| AnimatorRecorderMode | The mode of the Animator's recorder. |
| AnimatorUpdateMode | Controls when and how the Animator component updates animations. |
| ArmDof | Enumeration of all the muscles in an arm. |
| AvatarIKGoal | IK Goal. |
| AvatarIKHint | IK Hint. |
| AvatarMaskBodyPart | Avatar body part. |
| AvatarTarget | Target. |
| Axis | Represents the axes used in 3D space. |
| BodyDof | Enumeration of all the muscles in the body. |
| CustomStreamPropertyType | The type of custom stream property to create using BindCustomStreamProperty |
| DurationUnit | Describe the unit of a duration. |
| FingerDof | Enumeration of all the muscles in a finger. |
| HeadDof | Enumeration of all the muscles in the head. |
| HumanBodyBones | Human Body Bones. |
| HumanPartDof | Enumeration of all the parts in a human. |
| LegDof | Enumeration of all the muscles in a leg. |
| PlayMode | Options that choose which animations to stop when playing an animation. |
| QueueMode | Used by Animation.Play function. |