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Unity Engine


CrossFade

Creates a crossfade from the current state to any other state using normalized times.
Read time 3 minutesLast updated 9 days ago

Definition

CrossFade(string, float)

Creates a crossfade from the current state to any other state using normalized times.
public void CrossFade(string stateName, float transitionDuration)

Parameters

stateName

The name of the state.

transitionDuration

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: AnimatorControllerPlayable.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 transitionDuration, int layer)

Parameters

stateName

The name of the state.

transitionDuration


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: AnimatorControllerPlayable.CrossFadeInFixedTime for times in seconds.

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 transitionDuration, int layer, float normalizedTime)

Parameters

stateName

The name of the state.

transitionDuration


layer

The layer where the crossfade occurs.

normalizedTime

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: AnimatorControllerPlayable.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 stateNameHash, float transitionDuration)

Parameters

stateNameHash


transitionDuration

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: AnimatorControllerPlayable.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 stateNameHash, float transitionDuration, int layer)

Parameters

stateNameHash


transitionDuration


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: AnimatorControllerPlayable.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 stateNameHash, float transitionDuration, int layer, float normalizedTime)

Parameters

stateNameHash


transitionDuration


layer

The layer where the crossfade occurs.

normalizedTime

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: AnimatorControllerPlayable.CrossFadeInFixedTime for times in seconds.