# BindSceneProperty

> Create a PropertySceneHandle representing the new binding on the Component property of a Transform in the Scene.

## Definition

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

## BindSceneProperty(Animator, Transform, Type, string)

Create a PropertySceneHandle representing the new binding on the [Component](/engine/6000.5/script-reference/unityengine/component.md) property of a [Transform](/engine/6000.5/script-reference/unityengine/transform.md) in the Scene.

```csharp
public static PropertySceneHandle BindSceneProperty(this Animator animator, Transform transform, Type type, string property)
```

### Parameters

**** (\[Animator]\(/engine/6000.5/script-reference/unityengine/animator)): The [Animator](/engine/6000.5/script-reference/unityengine/animator.md) instance that calls this method.**** (\[Transform]\(/engine/6000.5/script-reference/unityengine/transform)): The [Transform](/engine/6000.5/script-reference/unityengine/transform.md) to target.**** (\[Type]\(https\://learn.microsoft.com/dotnet/api/system.type)): The [Component](/engine/6000.5/script-reference/unityengine/component.md) type.**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): The property to bind.

### Returns

| Type                                                                                                 | Description                                                      |
| ---------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------- |
| [PropertySceneHandle](/engine/6000.5/script-reference/unityengine/animations/propertyscenehandle.md) | Returns the PropertySceneHandle that represents the new binding. |

### Remarks

You can bind a property that doesn't exist yet. For example you can bind a property on a [MonoBehaviour](/engine/6000.5/script-reference/unityengine/monobehaviour.md) that will be added later dynamically. In this case, you need to manually resolve the handle after adding the [MonoBehaviour](/engine/6000.5/script-reference/unityengine/monobehaviour.md) on the [GameObject](/engine/6000.5/script-reference/unityengine/gameobject.md), using [AnimatorJobExtensions.ResolveAllSceneHandles](/engine/6000.5/script-reference/unityengine/animations/animatorjobextensions/resolveallscenehandles.md).

## BindSceneProperty(Animator, Transform, Type, string, bool)

Create a PropertySceneHandle representing the new binding on the [Component](/engine/6000.5/script-reference/unityengine/component.md) property of a [Transform](/engine/6000.5/script-reference/unityengine/transform.md) in the Scene.

```csharp
public static PropertySceneHandle BindSceneProperty(this Animator animator, Transform transform, Type type, string property, bool isObjectReference)
```

### Parameters

**** (\[Animator]\(/engine/6000.5/script-reference/unityengine/animator)): The [Animator](/engine/6000.5/script-reference/unityengine/animator.md) instance that calls this method.**** (\[Transform]\(/engine/6000.5/script-reference/unityengine/transform)): The [Transform](/engine/6000.5/script-reference/unityengine/transform.md) to target.**** (\[Type]\(https\://learn.microsoft.com/dotnet/api/system.type)): The [Component](/engine/6000.5/script-reference/unityengine/component.md) type.**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): The property to bind.**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): isObjectReference need to be set to true if the property to bind does access an Object like [SpriteRenderer.sprite](/engine/6000.5/script-reference/unityengine/spriterenderer/sprite.md).

### Returns

| Type                                                                                                 | Description                                                      |
| ---------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------- |
| [PropertySceneHandle](/engine/6000.5/script-reference/unityengine/animations/propertyscenehandle.md) | Returns the PropertySceneHandle that represents the new binding. |

### Remarks

You can bind a property that doesn't exist yet. For example you can bind a property on a [MonoBehaviour](/engine/6000.5/script-reference/unityengine/monobehaviour.md) that will be added later dynamically. In this case, you need to manually resolve the handle after adding the [MonoBehaviour](/engine/6000.5/script-reference/unityengine/monobehaviour.md) on the [GameObject](/engine/6000.5/script-reference/unityengine/gameobject.md), using [AnimatorJobExtensions.ResolveAllSceneHandles](/engine/6000.5/script-reference/unityengine/animations/animatorjobextensions/resolveallscenehandles.md).
