# CrossFadeInFixedTime

> Creates a crossfade from the current state to any other state using times in seconds.

## Definition

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

## CrossFadeInFixedTime(string, float)

Creates a crossfade from the current state to any other state using times in seconds.

```csharp
public void CrossFadeInFixedTime(string stateName, float fixedTransitionDuration)
```

### Parameters

**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): The name of the state.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): 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`. When you use the `stateName` parameter, this method calls [Animator.StringToHash](/engine/6000.3/script-reference/unityengine/animator/stringtohash.md) internally. If you use this method with the same `stateName` often, precompute the hash and use the `stateHashName` parameter to improve performance.

Additional Resources: [Animator.CrossFade](/engine/6000.3/script-reference/unityengine/animator/crossfade.md) for normalized times.  [Animator.StringToHash](/engine/6000.3/script-reference/unityengine/animator/stringtohash.md) for how to get the hash from the name.

## CrossFadeInFixedTime(string, float, int)

Creates a crossfade from the current state to any other state using times in seconds.

```csharp
public void CrossFadeInFixedTime(string stateName, float fixedTransitionDuration, int layer)
```

### Parameters

**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): The name of the state.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The duration of the transition (in seconds).**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): 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`. When you use the `stateName` parameter, this method calls [Animator.StringToHash](/engine/6000.3/script-reference/unityengine/animator/stringtohash.md) internally. If you use this method with the same `stateName` often, precompute the hash and use the `stateHashName` parameter to improve performance.

Additional Resources: [Animator.CrossFade](/engine/6000.3/script-reference/unityengine/animator/crossfade.md) for normalized times.  [Animator.StringToHash](/engine/6000.3/script-reference/unityengine/animator/stringtohash.md) for how to get the hash from the name.

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

Creates a crossfade from the current state to any other state using times in seconds.

```csharp
public void CrossFadeInFixedTime(string stateName, float fixedTransitionDuration, int layer, float fixedTimeOffset)
```

### Parameters

**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): The name of the state.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The duration of the transition (in seconds).**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): The layer where the crossfade occurs.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): 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`. When you use the `stateName` parameter, this method calls [Animator.StringToHash](/engine/6000.3/script-reference/unityengine/animator/stringtohash.md) internally. If you use this method with the same `stateName` often, precompute the hash and use the `stateHashName` parameter to improve performance.

Additional Resources: [Animator.CrossFade](/engine/6000.3/script-reference/unityengine/animator/crossfade.md) for normalized times.  [Animator.StringToHash](/engine/6000.3/script-reference/unityengine/animator/stringtohash.md) for how to get the hash from the name.

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

Creates a crossfade from the current state to any other state using times in seconds.

```csharp
public void CrossFadeInFixedTime(string stateName, float fixedTransitionDuration, int layer, float fixedTimeOffset, float normalizedTransitionTime)
```

### Parameters

**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): The name of the state.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The duration of the transition (in seconds).**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): The layer where the crossfade occurs.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The time of the state (in seconds).**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): 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`. When you use the `stateName` parameter, this method calls [Animator.StringToHash](/engine/6000.3/script-reference/unityengine/animator/stringtohash.md) internally. If you use this method with the same `stateName` often, precompute the hash and use the `stateHashName` parameter to improve performance.

Additional Resources: [Animator.CrossFade](/engine/6000.3/script-reference/unityengine/animator/crossfade.md) for normalized times.  [Animator.StringToHash](/engine/6000.3/script-reference/unityengine/animator/stringtohash.md) for how to get the hash from the name.

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

Creates a crossfade from the current state to any other state using times in seconds.

```csharp
public void CrossFadeInFixedTime(int stateHashName, float fixedTransitionDuration, int layer, float fixedTimeOffset)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): The hash name of the state.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The duration of the transition (in seconds).**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): The layer where the crossfade occurs.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): 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`. When you use the `stateName` parameter, this method calls [Animator.StringToHash](/engine/6000.3/script-reference/unityengine/animator/stringtohash.md) internally. If you use this method with the same `stateName` often, precompute the hash and use the `stateHashName` parameter to improve performance.

Additional Resources: [Animator.CrossFade](/engine/6000.3/script-reference/unityengine/animator/crossfade.md) for normalized times.  [Animator.StringToHash](/engine/6000.3/script-reference/unityengine/animator/stringtohash.md) for how to get the hash from the name.

## CrossFadeInFixedTime(int, float, int)

Creates a crossfade from the current state to any other state using times in seconds.

```csharp
public void CrossFadeInFixedTime(int stateHashName, float fixedTransitionDuration, int layer)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): The hash name of the state.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The duration of the transition (in seconds).**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): 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`. When you use the `stateName` parameter, this method calls [Animator.StringToHash](/engine/6000.3/script-reference/unityengine/animator/stringtohash.md) internally. If you use this method with the same `stateName` often, precompute the hash and use the `stateHashName` parameter to improve performance.

Additional Resources: [Animator.CrossFade](/engine/6000.3/script-reference/unityengine/animator/crossfade.md) for normalized times.  [Animator.StringToHash](/engine/6000.3/script-reference/unityengine/animator/stringtohash.md) for how to get the hash from the name.

## CrossFadeInFixedTime(int, float)

Creates a crossfade from the current state to any other state using times in seconds.

```csharp
public void CrossFadeInFixedTime(int stateHashName, float fixedTransitionDuration)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): The hash name of the state.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): 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`. When you use the `stateName` parameter, this method calls [Animator.StringToHash](/engine/6000.3/script-reference/unityengine/animator/stringtohash.md) internally. If you use this method with the same `stateName` often, precompute the hash and use the `stateHashName` parameter to improve performance.

Additional Resources: [Animator.CrossFade](/engine/6000.3/script-reference/unityengine/animator/crossfade.md) for normalized times.  [Animator.StringToHash](/engine/6000.3/script-reference/unityengine/animator/stringtohash.md) for how to get the hash from the name.

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

Creates a crossfade from the current state to any other state using times in seconds.

```csharp
public void CrossFadeInFixedTime(int stateHashName, float fixedTransitionDuration, int layer, float fixedTimeOffset, float normalizedTransitionTime)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): The hash name of the state.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The duration of the transition (in seconds).**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): The layer where the crossfade occurs.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The time of the state (in seconds).**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): 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`. When you use the `stateName` parameter, this method calls [Animator.StringToHash](/engine/6000.3/script-reference/unityengine/animator/stringtohash.md) internally. If you use this method with the same `stateName` often, precompute the hash and use the `stateHashName` parameter to improve performance.

Additional Resources: [Animator.CrossFade](/engine/6000.3/script-reference/unityengine/animator/crossfade.md) for normalized times.  [Animator.StringToHash](/engine/6000.3/script-reference/unityengine/animator/stringtohash.md) for how to get the hash from the name.
