Version: 5.6

AnimatorState

class in UnityEditor.Animations

Switch to Manual

Description

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.

Variables

behavioursThe Behaviour list assigned to this state.
cycleOffsetOffset at which the animation loop starts. Useful for synchronizing looped animations. Units is normalized time.
cycleOffsetParameterThe animator controller parameter that drives the cycle offset value.
cycleOffsetParameterActiveDefine if the cycle offset value is driven by an Animator controller parameter or by the value set in the editor.
iKOnFeetShould Foot IK be respected for this state.
mirrorShould the state be mirrored.
mirrorParameterThe animator controller parameter that drives the mirror value.
mirrorParameterActiveDefine if the mirror value is driven by an Animator controller parameter or by the value set in the editor.
motionThe motion assigned to this state.
nameHashThe hashed name of the state.
speedThe default speed of the motion.
speedParameterThe animator controller parameter that drives the speed value.
speedParameterActiveDefine if the speed value is driven by an Animator controller parameter or by the value set in the editor.
tagA tag can be used to identify a state.
transitionsThe transitions that are going out of the state.
writeDefaultValuesWhether or not the AnimatorStates writes back the default values for properties that are not animated by its Motion.

Public Functions

AddExitTransitionUtility function to add an outgoing transition to the exit of the state's parent state machine.
AddStateMachineBehaviourAdds a state machine behaviour class of type stateMachineBehaviourType to the AnimatorState. C# Users can use a generic version.
AddTransitionUtility function to add an outgoing transition to the destination state.
RemoveTransitionUtility function to remove a transition from the state.