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Unity Engine


CrossFadeInFixedTime

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

Definition

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

CrossFadeInFixedTime(string, float)

Creates a crossfade from the current state to any other state using times in seconds.
public void CrossFadeInFixedTime(string stateName, float fixedTransitionDuration)

Parameters

stateName

The name of the state.

fixedTransitionDuration

The duration of the transition (in seconds).

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.CrossFade for normalized times.

CrossFadeInFixedTime(string, float, int)

Creates a crossfade from the current state to any other state using times in seconds.
public void CrossFadeInFixedTime(string stateName, float fixedTransitionDuration, int layer)

Parameters

stateName

The name of the state.

fixedTransitionDuration

The duration of the transition (in seconds).

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.CrossFade for normalized times.

CrossFadeInFixedTime(string, float, int, float)

Creates a crossfade from the current state to any other state using times in seconds.
public void CrossFadeInFixedTime(string stateName, float fixedTransitionDuration, int layer, float fixedTimeOffset)

Parameters

stateName

The name of the state.

fixedTransitionDuration

The duration of the transition (in seconds).

layer

The layer where the crossfade occurs.

fixedTimeOffset

The time of the state (in seconds).

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.CrossFade for normalized times.

CrossFadeInFixedTime(string, float, int, float, float)

Creates a crossfade from the current state to any other state using times in seconds.
public void CrossFadeInFixedTime(string stateName, float fixedTransitionDuration, int layer, float fixedTimeOffset, float normalizedTransitionTime)

Parameters

stateName

The name of the state.

fixedTransitionDuration

The duration of the transition (in seconds).

layer

The layer where the crossfade occurs.

fixedTimeOffset

The time of the state (in seconds).

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.CrossFade for normalized times.

CrossFadeInFixedTime(int, float, int, float)

Creates a crossfade from the current state to any other state using times in seconds.
public void CrossFadeInFixedTime(int stateHashName, float fixedTransitionDuration, int layer, float fixedTimeOffset)

Parameters

stateHashName

The hash name of the state.

fixedTransitionDuration

The duration of the transition (in seconds).

layer

The layer where the crossfade occurs.

fixedTimeOffset

The time of the state (in seconds).

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.CrossFade for normalized times.

CrossFadeInFixedTime(int, float, int)

Creates a crossfade from the current state to any other state using times in seconds.
public void CrossFadeInFixedTime(int stateHashName, float fixedTransitionDuration, int layer)

Parameters

stateHashName

The hash name of the state.

fixedTransitionDuration

The duration of the transition (in seconds).

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.CrossFade for normalized times.

CrossFadeInFixedTime(int, float)

Creates a crossfade from the current state to any other state using times in seconds.
public void CrossFadeInFixedTime(int stateHashName, float fixedTransitionDuration)

Parameters

stateHashName

The hash name of the state.

fixedTransitionDuration

The duration of the transition (in seconds).

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.CrossFade for normalized times.

CrossFadeInFixedTime(int, float, int, float, float)

Creates a crossfade from the current state to any other state using times in seconds.
public void CrossFadeInFixedTime(int stateHashName, float fixedTransitionDuration, int layer, float fixedTimeOffset, float normalizedTransitionTime)

Parameters

stateHashName

The hash name of the state.

fixedTransitionDuration

The duration of the transition (in seconds).

layer

The layer where the crossfade occurs.

fixedTimeOffset

The time of the state (in seconds).

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.CrossFade for normalized times.