class in UnityEngine
/
Inherits from:ScriptableObject
/
Implemented in:UnityEngine.AnimationModule
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.
CloseFor 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.
CloseStateMachineBehaviour 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.
State machines can have up to three different active states at the same time: the current state, the next state and the interrupted state.
The state machine always has a current state. When the state machine transitions to a new state, a "next state" is added. Once the transition is complete, the current state is terminated and the next state becomes the new current state.
If an ongoing transition is interrupted by a transition to a new state, then the next state becomes the interrupted state and the state targeted by the new transition is now the next state. The current state will remain the same until all interrupted transitions have completed. Once the last transition is complete and there are no more interruptions, the current and interrupted states are terminated, and the next state becomes the new current state.
StateMachineBehaviour has some predefined state-related messages that you can implement:OnStateEnter, OnStateExit, OnStateIK, OnStateMove, OnStateUpdate.
Whenever appropriate, these messages will be invoked for the active states mentioned above in the following order: current state, then interrupted state, then next state.
See the description of each message for more information.
StateMachineBehaviour also has some predefined messages related to transitions in and out of state machines:
OnStateMachineEnter, OnStateMachineExit.
These are invoked whenever a state machine transition is taken.
Layer considerations:
If an AnimatorController contains sychronized layers, the messages may be invoked multiple times for a single state. In that situation, the messages will be invoked once per synchronized layer that contains the state, in ascending order.
Additional considerations:
By default the Animator instantiates a new instance of each behaviour defined in the controller. If you wish to share behaviour instances, use the class attribute SharedBetweenAnimatorsAttribute to control how behaviours are instantiated.
using UnityEngine;
public class AttackBehaviour : StateMachineBehaviour { public GameObject particle; public float radius; public float power;
protected GameObject clone;
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { clone = Instantiate(particle, animator.rootPosition, Quaternion.identity) as GameObject; Rigidbody rb = clone.GetComponent<Rigidbody>(); rb.AddExplosionForce(power, animator.rootPosition, radius, 3.0f); }
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Destroy(clone); }
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Debug.Log("On Attack Update "); }
override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Debug.Log("On Attack Move "); }
override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Debug.Log("On Attack IK "); } }
OnStateMachineEnter | Invoked on the first update frame when taking a transition into a state machine. Implement this message to influence the entry transition into the sub-state machine. |
OnStateMachineExit | Invoked on the last update frame when taking a transition out of a StateMachine. Implement this message to influence the exit transition out of the sub-state machine |
OnStateEnter | Invoked on the first update frame when a state machine evaluates this state. Implement this message to react to a new state starting. |
OnStateExit | Invoked on the last update frame when a state machine evaluates this state. Implement this message to react to a state ending. |
OnStateIK | Invoked during the Animator IK pass. Implement this message to modify the result of the animation after the evaluation of the state machine on a state by state basis. |
OnStateMove | Invoked during the Animator Root Motion pass. Implement this message to modify the result of the animation root motion on a state by state basis. |
OnStateUpdate | Invoked on each update frame except for the first and last frame. Implement this message to execute custom logic on a state by state basis. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. |
CreateInstance | Creates an instance of a scriptable object. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |
Awake | Called when an instance of ScriptableObject is created. |
OnDestroy | This function is called when the scriptable object will be destroyed. |
OnDisable | This function is called when the scriptable object goes out of scope. |
OnEnable | This function is called when the object is loaded. |
OnValidate | Editor-only function that Unity calls when the script is loaded or a value changes in the Inspector. |
Reset | Reset to default values. |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.
When you visit any website, it may store or retrieve information on your browser, mostly in the form of cookies. This information might be about you, your preferences or your device and is mostly used to make the site work as you expect it to. The information does not usually directly identify you, but it can give you a more personalized web experience. Because we respect your right to privacy, you can choose not to allow some types of cookies. Click on the different category headings to find out more and change our default settings. However, blocking some types of cookies may impact your experience of the site and the services we are able to offer.
More information
These cookies enable the website to provide enhanced functionality and personalisation. They may be set by us or by third party providers whose services we have added to our pages. If you do not allow these cookies then some or all of these services may not function properly.
These cookies allow us to count visits and traffic sources so we can measure and improve the performance of our site. They help us to know which pages are the most and least popular and see how visitors move around the site. All information these cookies collect is aggregated and therefore anonymous. If you do not allow these cookies we will not know when you have visited our site, and will not be able to monitor its performance.
These cookies may be set through our site by our advertising partners. They may be used by those companies to build a profile of your interests and show you relevant adverts on other sites. They do not store directly personal information, but are based on uniquely identifying your browser and internet device. If you do not allow these cookies, you will experience less targeted advertising. Some 3rd party video providers do not allow video views without targeting cookies. If you are experiencing difficulty viewing a video, you will need to set your cookie preferences for targeting to yes if you wish to view videos from these providers. Unity does not control this.
These cookies are necessary for the website to function and cannot be switched off in our systems. They are usually only set in response to actions made by you which amount to a request for services, such as setting your privacy preferences, logging in or filling in forms. You can set your browser to block or alert you about these cookies, but some parts of the site will not then work. These cookies do not store any personally identifiable information.