# AddJobDependency(Animator, JobHandle)

> Creates a dependency between animator jobs and the job represented by the supplied job handle. To add multiple job dependencies, call this method for each job that need to run before the Animator's jobs.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine.Animations](/engine/6000.3/script-reference/unityengine/animations.md)
* **Assembly:** UnityEngine.AnimationModule

```csharp
public static void AddJobDependency(this Animator animator, JobHandle jobHandle)
```

### Parameters

**** (\[Animator]\(/engine/6000.3/script-reference/unityengine/animator)): The [Animator](/engine/6000.3/script-reference/unityengine/animator.md) instance that calls this method.**** (\[JobHandle]\(/engine/6000.3/script-reference/unity/jobs/jobhandle)): The [JobHandle](/engine/6000.3/script-reference/unity/jobs/jobhandle.md) of the job that needs to run before animator jobs.

### Remarks

After each update the [Animator](/engine/6000.3/script-reference/unityengine/animator.md) dependencies are flushed.

### Examples

```csharp
using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.Playables;

using Unity.Collections;
using Unity.Jobs;

public class MyMonoBehaviour : MonoBehaviour
{
    NativeArray<int> input0;
    NativeArray<int> input1;
    NativeArray<int> output;

    PlayableGraph graph;
    Animator animator;

    public struct SumDataForJob : IJob
    {
        [ReadOnly]
        public NativeArray<int> input0;

        [ReadOnly]
        public NativeArray<int> input1;

        public NativeArray<int> output;

        public void Execute()
        {
            for (var i = 0; i < output.Length; ++i)
                output[i] = input0[i] + input1[i];
        }
    }

    public struct MyAnimationJob : IAnimationJob
    {
        [ReadOnly]
        public NativeArray<int> input;

        public float            sum;

        public void ProcessRootMotion(AnimationStream stream)
        {
            sum = 0;
            for (var i = 0; i < input.Length; ++i)
                sum += input[i];
        }

        public void ProcessAnimation(AnimationStream stream) {}
    }

    public void Start()
    {
        input0 = new NativeArray<int>(10, Allocator.Persistent);
        input1 = new NativeArray<int>(10, Allocator.Persistent);
        output = new NativeArray<int>(10, Allocator.Persistent);

        for (var i = 0; i < output.Length; i++)
        {
            input0[i] = i;
            input1[i] = 10 * i;
            output[i] = 0;
        }

        animator = gameObject.AddComponent<Animator>();

        graph = PlayableGraph.Create();
        var myAnimationJob = new MyAnimationJob();
        myAnimationJob.input = output;

        var scriptPlayable = AnimationScriptPlayable.Create(graph, myAnimationJob);
        var playableOutput = AnimationPlayableOutput.Create(graph, "output", animator);

        playableOutput.SetSourcePlayable(scriptPlayable);
        graph.Play();
    }

    public void Update()
    {
        SumDataForJob sumJob;
        sumJob.input0 = input0;
        sumJob.input1 = input1;
        sumJob.output = output;

        var jobHandle = sumJob.Schedule();
        animator.AddJobDependency(jobHandle);
    }

    public void OnDestroy()
    {
        graph.Destroy();
        input0.Dispose();
        input1.Dispose();
        output.Dispose();
    }
}
```
