# SetTrigger

> Sets the value of the given trigger parameter.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine.Animations](/engine/6000.5/script-reference/unityengine/animations.md)
* **Assembly:** UnityEngine.AnimationModule

## SetTrigger(string)

Sets the value of the given trigger parameter.

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

### Parameters

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

### Remarks

This method allows you to set (i.e. activate) an animation trigger, to cause a change in flow in the state machine of an animator controller. The [Animation Parameters](/engine/6000.5/manual/animation-section/animation-mecanim/animation-animator-controller/animation-state-machines/animation-parameters.md) page describes the purpose of the Animator Controller Parameters window.  `Trigger` is one of the 4 selectable options. Selecting this adds a `Trigger` to the list of chosen parameters.  Once this is added to the selected list it can be named.  Unlike `bool`s which have the same `true/false` option, `Trigger`s have a `true` option which automatically returns back to `false`.  A typical example might be to have a Jump option.  If this option is entered during run-time the character will jump.  At the end of the Jump the previous motion (perhaps a walk or run state) will be returned to.

## SetTrigger(int)

Sets the value of the given trigger parameter.

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

### Parameters

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

### Remarks

This method allows you to set (i.e. activate) an animation trigger, to cause a change in flow in the state machine of an animator controller. The [Animation Parameters](/engine/6000.5/manual/animation-section/animation-mecanim/animation-animator-controller/animation-state-machines/animation-parameters.md) page describes the purpose of the Animator Controller Parameters window.  `Trigger` is one of the 4 selectable options. Selecting this adds a `Trigger` to the list of chosen parameters.  Once this is added to the selected list it can be named.  Unlike `bool`s which have the same `true/false` option, `Trigger`s have a `true` option which automatically returns back to `false`.  A typical example might be to have a Jump option.  If this option is entered during run-time the character will jump.  At the end of the Jump the previous motion (perhaps a walk or run state) will be returned to.
