Interface to control the Mecanim animation system.
| angularVelocity | Gets the avatar angular velocity for the last evaluated frame. | 
| applyRootMotion | Should root motion be applied? | 
| avatar | Gets/Sets the current Avatar. | 
| bodyPosition | The position of the body center of mass. | 
| bodyRotation | The rotation of the body center of mass. | 
| cullingMode | Controls culling of this Animator component. | 
| deltaPosition | Gets the avatar delta position for the last evaluated frame. | 
| deltaRotation | Gets the avatar delta rotation for the last evaluated frame. | 
| feetPivotActive | Blends pivot point between body center of mass and feet pivot. | 
| fireEvents | Sets whether the Animator sends events of type AnimationEvent. | 
| gravityWeight | The current gravity weight based on current animations that are played. | 
| hasBoundPlayables | Returns true if Animator has any playables assigned to it. | 
| hasRootMotion | Returns true if the current rig has root motion. | 
| hasTransformHierarchy | Returns true if the object has a transform hierarchy. | 
| humanScale | Returns the scale of the current Avatar for a humanoid rig, (1 by default if the rig is generic). | 
| isHuman | Returns true if the current rig is humanoid, false if it is generic. | 
| isInitialized | Returns whether the animator is initialized successfully. | 
| isMatchingTarget | If automatic matching is active. | 
| isOptimizable | Returns true if the current rig is optimizable with AnimatorUtility.OptimizeTransformHierarchy. | 
| keepAnimatorControllerStateOnDisable | Controls the behaviour of the Animator component when a GameObject is disabled. | 
| layerCount | Returns the number of layers in the controller. | 
| layersAffectMassCenter | Additional layers affects the center of mass. | 
| leftFeetBottomHeight | Get left foot bottom height. | 
| parameterCount | Returns the number of parameters in the controller. | 
| parameters | The AnimatorControllerParameter list used by the animator. (Read Only) | 
| pivotPosition | Get the current position of the pivot. | 
| pivotWeight | Gets the pivot weight. | 
| playableGraph | The PlayableGraph created by the Animator. | 
| playbackTime | Sets the playback position in the recording buffer. | 
| recorderMode | Gets the mode of the Animator recorder. | 
| recorderStartTime | Start time of the first frame of the buffer relative to the frame at which StartRecording was called. | 
| recorderStopTime | End time of the recorded clip relative to when StartRecording was called. | 
| rightFeetBottomHeight | Get right foot bottom height. | 
| rootPosition | The root position, the position of the game object. | 
| rootRotation | The root rotation, the rotation of the game object. | 
| runtimeAnimatorController | The runtime representation of AnimatorController that controls the Animator. | 
| speed | The playback speed of the Animator. 1 is normal playback speed. | 
| stabilizeFeet | Automatic stabilization of feet during transition and blending. | 
| targetPosition | Returns the position of the target specified by SetTarget. | 
| targetRotation | Returns the rotation of the target specified by SetTarget. | 
| updateMode | Specifies the update mode of the Animator. | 
| velocity | Gets the avatar velocity for the last evaluated frame. | 
| ApplyBuiltinRootMotion | Apply the default Root Motion. | 
| CrossFade | Creates a crossfade from the current state to any other state using normalized times. | 
| CrossFadeInFixedTime | Creates a crossfade from the current state to any other state using times in seconds. | 
| GetAnimatorTransitionInfo | Returns an AnimatorTransitionInfo with the informations on the current transition. | 
| GetBehaviour | Returns the first StateMachineBehaviour that matches type T or is derived from T. Returns null if none are found. | 
| GetBehaviours | Returns all StateMachineBehaviour that match type T or are derived from T. Returns null if none are found. | 
| GetBoneTransform | Returns Transform mapped to this human bone id. | 
| GetBool | Returns the value of the given boolean parameter. | 
| GetCurrentAnimatorClipInfo | Returns an array of all the AnimatorClipInfo in the current state of the given layer. | 
| GetCurrentAnimatorClipInfoCount | Returns the number of AnimatorClipInfo in the current state. | 
| GetCurrentAnimatorStateInfo | Returns an AnimatorStateInfo with the information on the current state. | 
| GetFloat | Returns the value of the given float parameter. | 
| GetIKHintPosition | Gets the position of an IK hint. | 
| GetIKHintPositionWeight | Gets the translative weight of an IK Hint (0 = at the original animation before IK, 1 = at the hint). | 
| GetIKPosition | Gets the position of an IK goal. | 
| GetIKPositionWeight | Gets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal). | 
| GetIKRotation | Gets the rotation of an IK goal. | 
| GetIKRotationWeight | Gets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal). | 
| GetInteger | Returns the value of the given integer parameter. | 
| GetLayerIndex | Returns the index of the layer with the given name. | 
| GetLayerName | Returns the layer name. | 
| GetLayerWeight | Returns the weight of the layer at the specified index. | 
| GetNextAnimatorClipInfo | Returns an array of all the AnimatorClipInfo in the next state of the given layer. | 
| GetNextAnimatorClipInfoCount | Returns the number of AnimatorClipInfo in the next state. | 
| GetNextAnimatorStateInfo | Returns an AnimatorStateInfo with the information on the next state. | 
| GetParameter | See AnimatorController.parameters. | 
| HasState | Returns true if the state exists in this layer, false otherwise. | 
| InterruptMatchTarget | Interrupts the automatic target matching. | 
| IsInTransition | Returns true if there is a transition on the given layer, false otherwise. | 
| IsParameterControlledByCurve | Returns true if the parameter is controlled by a curve, false otherwise. | 
| MatchTarget | Automatically adjust the GameObject position and rotation. | 
| Play | Plays a state. | 
| PlayInFixedTime | Plays a state. | 
| Rebind | Rebind all the animated properties and mesh data with the Animator. | 
| ResetTrigger | Resets the value of the given trigger parameter. | 
| SetBoneLocalRotation | Sets local rotation of a human bone during a IK pass. | 
| SetBool | Sets the value of the given boolean parameter. | 
| SetFloat | Send float values to the Animator to affect transitions. | 
| SetIKHintPosition | Sets the position of an IK hint. | 
| SetIKHintPositionWeight | Sets the translative weight of an IK hint (0 = at the original animation before IK, 1 = at the hint). | 
| SetIKPosition | Sets the position of an IK goal. | 
| SetIKPositionWeight | Sets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal). | 
| SetIKRotation | Sets the rotation of an IK goal. | 
| SetIKRotationWeight | Sets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal). | 
| SetInteger | Sets the value of the given integer parameter. | 
| SetLayerWeight | Sets the weight of the layer at the given index. | 
| SetLookAtPosition | Sets the look at position. | 
| SetLookAtWeight | Set look at weights. | 
| SetTarget | Sets an AvatarTarget and a targetNormalizedTime for the current state. | 
| SetTrigger | Sets the value of the given trigger parameter. | 
| StartPlayback | Sets the animator in playback mode. | 
| StartRecording | Sets the animator in recording mode, and allocates a circular buffer of size frameCount. | 
| StopPlayback | Stops the animator playback mode. When playback stops, the avatar resumes getting control from game logic. | 
| StopRecording | Stops animator record mode. | 
| Update | Evaluates the animator based on deltaTime. | 
| WriteDefaultValues | Forces a write of the default values stored in the animator. | 
| StringToHash | Generates an parameter id from a string. | 
| enabled | Enabled Behaviours are Updated, disabled Behaviours are not. | 
| isActiveAndEnabled | Has the Behaviour had active and enabled called? | 
| gameObject | The game object this component is attached to. A component is always attached to a game object. | 
| tag | The tag of this game object. | 
| transform | The Transform attached to this GameObject. | 
| hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? | 
| name | The name of the object. | 
| BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. | 
| CompareTag | Is this game object tagged with tag ? | 
| GetComponent | Returns the component of Type type if the GameObject has one attached, null if it doesn't. Will also return disabled components. | 
| GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. | 
| GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. | 
| GetComponents | Returns all components of Type type in the GameObject. | 
| GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. Works recursively. | 
| GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. | 
| SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. | 
| SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. | 
| TryGetComponent | Gets the component of the specified type, if it exists. | 
| 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. | 
| FindObjectOfType | Returns the first active loaded object of Type type. | 
| FindObjectsOfType | Gets a list of all 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. |