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
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 state in the , the name is .
RunBase LayerBase Layer.RunAdditional 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
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 state in the , the name is .
RunBase LayerBase Layer.RunAdditional 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
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 state in the , the name is .
RunBase LayerBase Layer.RunAdditional 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
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 state in the , the name is .
RunBase LayerBase Layer.RunAdditional 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
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 state in the , the name is .
RunBase LayerBase Layer.RunAdditional 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
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 state in the , the name is .
RunBase LayerBase Layer.RunAdditional 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
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 state in the , the name is .
RunBase LayerBase Layer.RunAdditional 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
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 state in the , the name is .
RunBase LayerBase Layer.RunAdditional Resources: Animator.CrossFadeInFixedTime for times in seconds.