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Unity Engine


CrossFade

Creates a crossfade from the current state to any other state using normalized times.
Read time 4 minutesLast updated 6 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.AnimationModule

CrossFade(string, float, int, float)

Creates a crossfade from the current state to any other state using normalized times.
public void CrossFade(string stateName, float normalizedTransitionDuration, int layer, float normalizedTimeOffset)

Parameters

stateName

The name of the state.

normalizedTransitionDuration

The duration of the transition (normalized).

layer

The layer where the crossfade occurs.

normalizedTimeOffset

The time of the state (normalized).

Remarks

When you specify a state name, or the string used to generate a hash, it should include the name of the parent layer. For example, if you have a
Run
state in the
Base Layer
, the name is
Base Layer.Run
.
Additional Resources: Animator.CrossFadeInFixedTime for times in seconds.

CrossFade(string, float, int)

Creates a crossfade from the current state to any other state using normalized times.
public void CrossFade(string stateName, float normalizedTransitionDuration, int layer)

Parameters

stateName

The name of the state.

normalizedTransitionDuration

The duration of the transition (normalized).

layer

The layer where the crossfade occurs.

Remarks

When you specify a state name, or the string used to generate a hash, it should include the name of the parent layer. For example, if you have a
Run
state in the
Base Layer
, the name is
Base Layer.Run
.
Additional Resources: Animator.CrossFadeInFixedTime for times in seconds.

CrossFade(string, float)

Creates a crossfade from the current state to any other state using normalized times.
public void CrossFade(string stateName, float normalizedTransitionDuration)

Parameters

stateName

The name of the state.

normalizedTransitionDuration

The duration of the transition (normalized).

Remarks

When you specify a state name, or the string used to generate a hash, it should include the name of the parent layer. For example, if you have a
Run
state in the
Base Layer
, the name is
Base Layer.Run
.
Additional Resources: Animator.CrossFadeInFixedTime for times in seconds.

CrossFade(string, float, int, float, float)

Creates a crossfade from the current state to any other state using normalized times.
public void CrossFade(string stateName, float normalizedTransitionDuration, int layer, float normalizedTimeOffset, float normalizedTransitionTime)

Parameters

stateName

The name of the state.

normalizedTransitionDuration

The duration of the transition (normalized).

layer

The layer where the crossfade occurs.

normalizedTimeOffset

The time of the state (normalized).

normalizedTransitionTime

The time of the transition (normalized).

Remarks

When you specify a state name, or the string used to generate a hash, it should include the name of the parent layer. For example, if you have a
Run
state in the
Base Layer
, the name is
Base Layer.Run
.
Additional Resources: Animator.CrossFadeInFixedTime for times in seconds.

CrossFade(int, float, int, float, float)

Creates a crossfade from the current state to any other state using normalized times.
public void CrossFade(int stateHashName, float normalizedTransitionDuration, int layer, float normalizedTimeOffset, float normalizedTransitionTime)

Parameters

stateHashName

The hash name of the state.

normalizedTransitionDuration

The duration of the transition (normalized).

layer

The layer where the crossfade occurs.

normalizedTimeOffset

The time of the state (normalized).

normalizedTransitionTime

The time of the transition (normalized).

Remarks

When you specify a state name, or the string used to generate a hash, it should include the name of the parent layer. For example, if you have a
Run
state in the
Base Layer
, the name is
Base Layer.Run
.
Additional Resources: Animator.CrossFadeInFixedTime for times in seconds.

CrossFade(int, float, int, float)

Creates a crossfade from the current state to any other state using normalized times.
public void CrossFade(int stateHashName, float normalizedTransitionDuration, int layer, float normalizedTimeOffset)

Parameters

stateHashName

The hash name of the state.

normalizedTransitionDuration

The duration of the transition (normalized).

layer

The layer where the crossfade occurs.

normalizedTimeOffset

The time of the state (normalized).

Remarks

When you specify a state name, or the string used to generate a hash, it should include the name of the parent layer. For example, if you have a
Run
state in the
Base Layer
, the name is
Base Layer.Run
.
Additional Resources: Animator.CrossFadeInFixedTime for times in seconds.

CrossFade(int, float, int)

Creates a crossfade from the current state to any other state using normalized times.
public void CrossFade(int stateHashName, float normalizedTransitionDuration, int layer)

Parameters

stateHashName

The hash name of the state.

normalizedTransitionDuration

The duration of the transition (normalized).

layer

The layer where the crossfade occurs.

Remarks

When you specify a state name, or the string used to generate a hash, it should include the name of the parent layer. For example, if you have a
Run
state in the
Base Layer
, the name is
Base Layer.Run
.
Additional Resources: Animator.CrossFadeInFixedTime for times in seconds.

CrossFade(int, float)

Creates a crossfade from the current state to any other state using normalized times.
public void CrossFade(int stateHashName, float normalizedTransitionDuration)

Parameters

stateHashName

The hash name of the state.

normalizedTransitionDuration

The duration of the transition (normalized).

Remarks

When you specify a state name, or the string used to generate a hash, it should include the name of the parent layer. For example, if you have a
Run
state in the
Base Layer
, the name is
Base Layer.Run
.
Additional Resources: Animator.CrossFadeInFixedTime for times in seconds.