Animator

More information can be found in the Unity API Reference and maybe in the Unity Manual.

Constructors

Constructor

Description

Animator()

Methods

Method

Description

ApplyBuiltinRootMotion()

CompareTag(tag)

CrossFade(stateName, normalizedTransitionDuration)

CrossFade(stateHashName, normalizedTransitionDuration)

CrossFade(stateName, normalizedTransitionDuration, layer)

CrossFade(stateHashName, normalizedTransitionDuration, layer)

CrossFade(stateName, normalizedTransitionDuration, layer, normalizedTimeOffset)

CrossFade(stateHashName, normalizedTransitionDuration, layer, normalizedTimeOffset)

CrossFade(stateName, normalizedTransitionDuration, layer, normalizedTimeOffset, normalizedTransitionTime)

CrossFade(stateHashName, normalizedTransitionDuration, layer, normalizedTimeOffset, normalizedTransitionTime)

CrossFadeInFixedTime(stateName, fixedTransitionDuration)

CrossFadeInFixedTime(stateHashName, fixedTransitionDuration)

CrossFadeInFixedTime(stateName, fixedTransitionDuration, layer)

CrossFadeInFixedTime(stateHashName, fixedTransitionDuration, layer)

CrossFadeInFixedTime(stateName, fixedTransitionDuration, layer, fixedTimeOffset)

CrossFadeInFixedTime(stateHashName, fixedTransitionDuration, layer, fixedTimeOffset)

CrossFadeInFixedTime(stateName, fixedTransitionDuration, layer, fixedTimeOffset, normalizedTransitionTime)

CrossFadeInFixedTime(stateHashName, fixedTransitionDuration, layer, fixedTimeOffset, normalizedTransitionTime)

GetBoneTransform(humanBoneId)

GetBool(name)

GetBool(id)

GetCurrentAnimatorClipInfoCount(layerIndex)

GetFloat(name)

GetFloat(id)

GetHashCode()

GetIKHintPosition(hint)

GetIKHintPositionWeight(hint)

GetIKPosition(goal)

GetIKPositionWeight(goal)

GetIKRotation(goal)

GetIKRotationWeight(goal)

GetInteger(name)

GetInteger(id)

GetLayerIndex(layerName)

GetLayerName(layerIndex)

GetLayerWeight(layerIndex)

GetNextAnimatorClipInfoCount(layerIndex)

HasState(layerIndex, stateID)

InterruptMatchTarget()

InterruptMatchTarget(completeMatch)

IsInTransition(layerIndex)

IsParameterControlledByCurve(name)

IsParameterControlledByCurve(id)

Play(stateName)

Play(stateNameHash)

Play(stateName, layer)

Play(stateNameHash, layer)

Play(stateName, layer, normalizedTime)

Play(stateNameHash, layer, normalizedTime)

PlayInFixedTime(stateName)

PlayInFixedTime(stateNameHash)

PlayInFixedTime(stateName, layer)

PlayInFixedTime(stateNameHash, layer)

PlayInFixedTime(stateName, layer, fixedTime)

PlayInFixedTime(stateNameHash, layer, fixedTime)

Rebind()

ResetTrigger(name)

ResetTrigger(id)

SetBoneLocalRotation(humanBoneId, rotation)

SetBool(name, value)

SetBool(id, value)

SetFloat(name, value)

SetFloat(id, value)

SetFloat(name, value, dampTime, deltaTime)

SetFloat(id, value, dampTime, deltaTime)

SetIKHintPosition(hint, hintPosition)

SetIKHintPositionWeight(hint, value)

SetIKPosition(goal, goalPosition)

SetIKPositionWeight(goal, value)

SetIKRotation(goal, goalRotation)

SetIKRotationWeight(goal, value)

SetInteger(name, value)

SetInteger(id, value)

SetLayerWeight(layerIndex, weight)

SetLookAtPosition(lookAtPosition)

SetLookAtWeight(weight)

SetLookAtWeight(weight, bodyWeight)

SetLookAtWeight(weight, bodyWeight, headWeight)

SetLookAtWeight(weight, bodyWeight, headWeight, eyesWeight)

SetLookAtWeight(weight, bodyWeight, headWeight, eyesWeight, clampWeight)

SetTrigger(name)

SetTrigger(id)

StartPlayback()

StartRecording(frameCount)

StopPlayback()

StopRecording()

ToString()

Update(deltaTime)

WriteDefaultValues()

Static methods

Method

Description

StringToHash(name)

Details

class Animator
Animator Animator()
const Vector3 angularVelocity
bool applyRootMotion
Vector3 bodyPosition
Quaternion bodyRotation
AnimatorCullingMode cullingMode
const Vector3 deltaPosition
const Quaternion deltaRotation
bool enabled
float feetPivotActive
bool fireEvents
const GameObject gameObject
const float gravityWeight
const bool hasBoundPlayables
const bool hasRootMotion
const bool hasTransformHierarchy
const float humanScale
const bool isActiveAndEnabled
const bool isHuman
const bool isInitialized
const bool isMatchingTarget
const bool isOptimizable
bool keepAnimatorStateOnDisable
const int layerCount
bool layersAffectMassCenter
const float leftFeetBottomHeight
bool logWarnings
string name
const int parameterCount
const Vector3 pivotPosition
const float pivotWeight
float playbackTime
float recorderStartTime
float recorderStopTime
const float rightFeetBottomHeight
Vector3 rootPosition
Quaternion rootRotation
RuntimeAnimatorController runtimeAnimatorController
float speed
bool stabilizeFeet
string tag
const Vector3 targetPosition
const Quaternion targetRotation
const Transform transform
AnimatorUpdateMode updateMode
const Vector3 velocity
bool writeDefaultValuesOnDisable
void ApplyBuiltinRootMotion()
bool CompareTag(string tag)
void CrossFade(string stateName, float normalizedTransitionDuration)
void CrossFade(int stateHashName, float normalizedTransitionDuration)
void CrossFade(string stateName, float normalizedTransitionDuration, int layer)
void CrossFade(int stateHashName, float normalizedTransitionDuration, int layer)
void CrossFade(string stateName, float normalizedTransitionDuration, int layer, float normalizedTimeOffset)
void CrossFade(int stateHashName, float normalizedTransitionDuration, int layer, float normalizedTimeOffset)
void CrossFade(string stateName, float normalizedTransitionDuration, int layer, float normalizedTimeOffset, float normalizedTransitionTime)
void CrossFade(int stateHashName, float normalizedTransitionDuration, int layer, float normalizedTimeOffset, float normalizedTransitionTime)
void CrossFadeInFixedTime(string stateName, float fixedTransitionDuration)
void CrossFadeInFixedTime(int stateHashName, float fixedTransitionDuration)
void CrossFadeInFixedTime(string stateName, float fixedTransitionDuration, int layer)
void CrossFadeInFixedTime(int stateHashName, float fixedTransitionDuration, int layer)
void CrossFadeInFixedTime(string stateName, float fixedTransitionDuration, int layer, float fixedTimeOffset)
void CrossFadeInFixedTime(int stateHashName, float fixedTransitionDuration, int layer, float fixedTimeOffset)
void CrossFadeInFixedTime(string stateName, float fixedTransitionDuration, int layer, float fixedTimeOffset, float normalizedTransitionTime)
void CrossFadeInFixedTime(int stateHashName, float fixedTransitionDuration, int layer, float fixedTimeOffset, float normalizedTransitionTime)
Transform GetBoneTransform(HumanBodyBones humanBoneId)
bool GetBool(string name)
bool GetBool(int id)
int GetCurrentAnimatorClipInfoCount(int layerIndex)
float GetFloat(string name)
float GetFloat(int id)
int GetHashCode()
Vector3 GetIKHintPosition(AvatarIKHint hint)
float GetIKHintPositionWeight(AvatarIKHint hint)
Vector3 GetIKPosition(AvatarIKGoal goal)
float GetIKPositionWeight(AvatarIKGoal goal)
Quaternion GetIKRotation(AvatarIKGoal goal)
float GetIKRotationWeight(AvatarIKGoal goal)
int GetInteger(string name)
int GetInteger(int id)
int GetLayerIndex(string layerName)
string GetLayerName(int layerIndex)
float GetLayerWeight(int layerIndex)
int GetNextAnimatorClipInfoCount(int layerIndex)
bool HasState(int layerIndex, int stateID)
void InterruptMatchTarget()
void InterruptMatchTarget(bool completeMatch)
bool IsInTransition(int layerIndex)
bool IsParameterControlledByCurve(string name)
bool IsParameterControlledByCurve(int id)
void Play(string stateName)
void Play(int stateNameHash)
void Play(string stateName, int layer)
void Play(int stateNameHash, int layer)
void Play(string stateName, int layer, float normalizedTime)
void Play(int stateNameHash, int layer, float normalizedTime)
void PlayInFixedTime(string stateName)
void PlayInFixedTime(int stateNameHash)
void PlayInFixedTime(string stateName, int layer)
void PlayInFixedTime(int stateNameHash, int layer)
void PlayInFixedTime(string stateName, int layer, float fixedTime)
void PlayInFixedTime(int stateNameHash, int layer, float fixedTime)
void Rebind()
void ResetTrigger(string name)
void ResetTrigger(int id)
void SetBoneLocalRotation(HumanBodyBones humanBoneId, Quaternion rotation)
void SetBool(string name, bool value)
void SetBool(int id, bool value)
void SetFloat(string name, float value)
void SetFloat(int id, float value)
void SetFloat(string name, float value, float dampTime, float deltaTime)
void SetFloat(int id, float value, float dampTime, float deltaTime)
void SetIKHintPosition(AvatarIKHint hint, Vector3 hintPosition)
void SetIKHintPositionWeight(AvatarIKHint hint, float value)
void SetIKPosition(AvatarIKGoal goal, Vector3 goalPosition)
void SetIKPositionWeight(AvatarIKGoal goal, float value)
void SetIKRotation(AvatarIKGoal goal, Quaternion goalRotation)
void SetIKRotationWeight(AvatarIKGoal goal, float value)
void SetInteger(string name, int value)
void SetInteger(int id, int value)
void SetLayerWeight(int layerIndex, float weight)
void SetLookAtPosition(Vector3 lookAtPosition)
void SetLookAtWeight(float weight)
void SetLookAtWeight(float weight, float bodyWeight)
void SetLookAtWeight(float weight, float bodyWeight, float headWeight)
void SetLookAtWeight(float weight, float bodyWeight, float headWeight, float eyesWeight)
void SetLookAtWeight(float weight, float bodyWeight, float headWeight, float eyesWeight, float clampWeight)
void SetTrigger(string name)
void SetTrigger(int id)
void StartPlayback()
void StartRecording(int frameCount)
void StopPlayback()
void StopRecording()
string ToString()
void Update(float deltaTime)
void WriteDefaultValues()
static int StringToHash(string name)