This is the Legacy Animation component, which was used on GameObjectsThe 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 for animation purposes prior to the introduction of Unity’s current animation system.
This component is retained in Unity for backwards-compatibility only. For new projects, please use the Animator componentA component on a model that animates that model using the Animation system. The component has a reference to an Animator Controller asset that controls the animation. More info
See in Glossary.
|AnimationA collection of images that create a moving image when played sequentially. In Unity, an animation is the result of adding two different animation keys, at two different times, for the same animatable property. More info
See in Glossary
|The default animation to play when Play Automatically is enabled.|
|Animations||A list of animations that you can access from scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary.
|Play Automatically||Enable this option to play animation automatically when the game starts.|
|Animate Physics||Enable this option to have the animation interact with Physics.|
|Culling Type||Determine when not to play the animation.|
|Always Animate||Always animate.|
|Based on Renderers||Cull based on the default animation pose.|
|Based on Clip Bounds||Cull based on clip bounds (calculated during import). The animation does not be play when the clip bounds are out of view.|
|Based on User Bounds||Cull based on bounds defined by the user. The animation does not be play when the user-defined bounds are out of view.|
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