States are the basic building blocks of a state machine. Each state contains a Motion ( AnimationClip or BlendTree) which will play while the character is in that state. When an event in the game triggers a state transition, the character will be left in a new state whose animation sequence will then take over.
| behaviours | The Behaviour list assigned to this state. |
| cycleOffset | Offset at which the animation loop starts. Useful for synchronizing looped animations. Units is normalized time. |
| cycleOffsetParameter | The animator controller parameter that drives the cycle offset value. |
| cycleOffsetParameterActive | Define if the cycle offset value is driven by an Animator controller parameter or by the value set in the editor. |
| iKOnFeet | Should Foot IK be respected for this state. |
| mirror | Should the state be mirrored. |
| mirrorParameter | The animator controller parameter that drives the mirror value. |
| mirrorParameterActive | Define if the mirror value is driven by an Animator controller parameter or by the value set in the editor. |
| motion | The motion assigned to this state. |
| nameHash | The hashed name of the state. |
| speed | The default speed of the motion. |
| speedParameter | The animator controller parameter that drives the speed value. |
| speedParameterActive | Define if the speed value is driven by an Animator controller parameter or by the value set in the editor. |
| tag | A tag can be used to identify a state. |
| timeParameter | If timeParameterActive is true, the value of this Parameter will be used instead of normalized time. |
| timeParameterActive | If true, use value of given Parameter as normalized time. |
| transitions | The transitions that are going out of the state. |
| writeDefaultValues | Whether or not the AnimatorStates writes back the default values for properties that are not animated by its Motion. |
| AddExitTransition | Utility function to add an outgoing transition to the exit of the state's parent state machine. |
| AddStateMachineBehaviour | Adds a state machine behaviour class of type stateMachineBehaviourType to the AnimatorState. C# Users can use a generic version. |
| AddTransition | Utility function to add an outgoing transition to the destination state. |
| RemoveTransition | Utility function to remove a transition from the state. |
| hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
| name | The name of the object. |
| GetInstanceID | Returns the instance id of the object. |
| ToString | Returns the name of the GameObject. |
| 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. |
| FindObjectOfType | Returns the first active loaded object of Type type. |
| FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
| Instantiate | Clones the object original and returns the clone. |
| 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. |