# PlayInFixedTime

> Plays a state.

## Definition

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

## PlayInFixedTime(string, int)

Plays a state.

```csharp
public void PlayInFixedTime(string stateName, int layer)
```

### Parameters

**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): The state name.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): The layer index. If layer is -1, it plays the first state with the given state name or hash.

### 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/6000.5/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.StringToHash](/engine/6000.5/script-reference/unityengine/animator/stringtohash.md) for how to get a hash from the name.

## PlayInFixedTime(string)

Plays a state.

```csharp
public void PlayInFixedTime(string stateName)
```

### Parameters

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

### 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/6000.5/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.StringToHash](/engine/6000.5/script-reference/unityengine/animator/stringtohash.md) for how to get a hash from the name.

## PlayInFixedTime(string, int, float)

Plays a state.

```csharp
public void PlayInFixedTime(string stateName, int layer, float fixedTime)
```

### Parameters

**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): The state name.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): The layer index. If layer is -1, it plays the first state with the given state name or hash.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The time offset (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/6000.5/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.StringToHash](/engine/6000.5/script-reference/unityengine/animator/stringtohash.md) for how to get a hash from the name.

## PlayInFixedTime(int, int, float)

Plays a state.

```csharp
public void PlayInFixedTime(int stateNameHash, int layer, float fixedTime)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): The state hash name. If stateNameHash is 0, it changes the current state time.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): The layer index. If layer is -1, it plays the first state with the given state name or hash.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The time offset (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/6000.5/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.StringToHash](/engine/6000.5/script-reference/unityengine/animator/stringtohash.md) for how to get a hash from the name.

## PlayInFixedTime(int, int)

Plays a state.

```csharp
public void PlayInFixedTime(int stateNameHash, int layer)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): The state hash name. If stateNameHash is 0, it changes the current state time.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): The layer index. If layer is -1, it plays the first state with the given state name or hash.

### 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/6000.5/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.StringToHash](/engine/6000.5/script-reference/unityengine/animator/stringtohash.md) for how to get a hash from the name.

## PlayInFixedTime(int)

Plays a state.

```csharp
public void PlayInFixedTime(int stateNameHash)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): The state hash name. If stateNameHash is 0, it changes the current state time.

### 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/6000.5/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.StringToHash](/engine/6000.5/script-reference/unityengine/animator/stringtohash.md) for how to get a hash from the name.
