# BindCustomStreamProperty(Animator, string, CustomStreamPropertyType)

> Create a custom property in the AnimationStream to pass extra data to downstream animation jobs in your graph. Custom properties created in the AnimationStream do not exist in the scene.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine.Animations](/engine/6000.0/script-reference/unityengine/animations.md)
* **Assembly:** UnityEngine.AnimationModule

```csharp
public static PropertyStreamHandle BindCustomStreamProperty(this Animator animator, string property, CustomStreamPropertyType type)
```

### Parameters

**** (\[Animator]\(/engine/6000.0/script-reference/unityengine/animator)): The [Animator](/engine/6000.0/script-reference/unityengine/animator.md) instance that calls this method.**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): **** (\[CustomStreamPropertyType]\(/engine/6000.0/script-reference/unityengine/animations/customstreampropertytype)): The type of property to create (float, integer or boolean).

### Returns

| Type                                                                                                   | Description                                                       |
| ------------------------------------------------------------------------------------------------------ | ----------------------------------------------------------------- |
| [PropertyStreamHandle](/engine/6000.0/script-reference/unityengine/animations/propertystreamhandle.md) | Returns the PropertyStreamHandle that represents the new binding. |

### Remarks

You can create custom properties in the [AnimationStream](/engine/6000.0/script-reference/unityengine/animations/animationstream.md) that do not exist in the scene. This can be useful when you want to communicate extra data to downstream animation jobs in your graph.
