# ResetTrigger

> Resets the value of the given trigger parameter.

## Definition

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

## ResetTrigger(string)

Resets the value of the given trigger parameter.

```csharp
public void ResetTrigger(string name)
```

### Parameters

**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): The parameter name.

### Remarks

Use this to reset a Trigger [parameter](/engine/6000.0/manual/animation-section/animation-mecanim/animation-animator-controller/animation-state-machines/animation-parameters.md) in an Animator Controller that could still be active. Make sure to create a parameter in the Animator Controller with the same name. See [Animator.SetTrigger](/engine/6000.0/script-reference/unityengine/animator/settrigger.md) for more information about how to set a Trigger.

### Examples

```csharp
//Attach this script to a GameObject with an Animator component attached.
//For this example, create parameters in the Animator and name them “Crouch” and “Jump”
//Apply these parameters to your transitions between states

//This script allows you to trigger an Animator parameter and reset the other that could possibly still be active. Press the up and down arrow keys to do this.

using UnityEngine;

public class Example : MonoBehaviour
{
    Animator m_Animator;

    void Start()
    {
        //Get the Animator attached to the GameObject you are intending to animate.
        m_Animator = gameObject.GetComponent<Animator>();
    }

    void Update()
    {
        //Press the up arrow button to reset the trigger and set another one
        if (Input.GetKey(KeyCode.UpArrow))
        {
            //Reset the "Crouch" trigger
            m_Animator.ResetTrigger("Crouch");
            //Send the message to the Animator to activate the trigger parameter named "Jump"
            m_Animator.SetTrigger("Jump");
        }

        if (Input.GetKey(KeyCode.DownArrow))
        {
            //Reset the "Jump" trigger
            m_Animator.ResetTrigger("Jump");
            //Send the message to the Animator to activate the trigger parameter named "Crouch"
            m_Animator.SetTrigger("Crouch");
        }
    }
}
```

## ResetTrigger(int)

Resets the value of the given trigger parameter.

```csharp
public void ResetTrigger(int id)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): The parameter ID.

### Remarks

Use this to reset a Trigger [parameter](/engine/6000.0/manual/animation-section/animation-mecanim/animation-animator-controller/animation-state-machines/animation-parameters.md) in an Animator Controller that could still be active. Make sure to create a parameter in the Animator Controller with the same name. See [Animator.SetTrigger](/engine/6000.0/script-reference/unityengine/animator/settrigger.md) for more information about how to set a Trigger.

### Examples

```csharp
//Attach this script to a GameObject with an Animator component attached.
//For this example, create parameters in the Animator and name them “Crouch” and “Jump”
//Apply these parameters to your transitions between states

//This script allows you to trigger an Animator parameter and reset the other that could possibly still be active. Press the up and down arrow keys to do this.

using UnityEngine;

public class Example : MonoBehaviour
{
    Animator m_Animator;

    void Start()
    {
        //Get the Animator attached to the GameObject you are intending to animate.
        m_Animator = gameObject.GetComponent<Animator>();
    }

    void Update()
    {
        //Press the up arrow button to reset the trigger and set another one
        if (Input.GetKey(KeyCode.UpArrow))
        {
            //Reset the "Crouch" trigger
            m_Animator.ResetTrigger("Crouch");
            //Send the message to the Animator to activate the trigger parameter named "Jump"
            m_Animator.SetTrigger("Jump");
        }

        if (Input.GetKey(KeyCode.DownArrow))
        {
            //Reset the "Jump" trigger
            m_Animator.ResetTrigger("Jump");
            //Send the message to the Animator to activate the trigger parameter named "Crouch"
            m_Animator.SetTrigger("Crouch");
        }
    }
}
```
