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Unity Engine


SetFloat

Send float values to the Animator to affect transitions.
Read time 6 minutesLast updated 6 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.AnimationModule

SetFloat(string, float)

Send float values to the Animator to affect transitions.
public void SetFloat(string name, float value)

Parameters

name

The parameter name.

value

The new parameter value.

Remarks

Use SetFloat in a script to send float values to the Animator in order to activate transitions. In the Animator, define what values affect how certain animations transition. This is useful in various situations, especially in animation cycles such as movement animations where you might require the character to walk or run depending on the button pressure applied.
//The code below shows how to send the horizontal value of the controller or keys to the Animator.//You must assign the same parameter name in the Animator as you set in SetFloat, in this case “horizontalSpeed”. You must also handle the transition conditions in the Animator, to tell which values should cause each transition.//For example, the walking animation triggers when the horizontal value is above 0, and the running animation triggers when the horizontal value reaches past 0.5. Assigning animations to states are also done in the Animator.using UnityEngine;public class Example : MonoBehaviour{ Animator m_Animator; float m_HorizontalMovement; void Start() { //Get the animator, which you attach to the GameObject you are intending to animate. m_Animator = gameObject.GetComponent<Animator>(); } void Update() { //Translate the left and right button presses or the horizontal joystick movements to a float m_HorizontalMovement = Input.GetAxis("Horizontal"); //Sends the value from the horizontal axis input to the animator. Change the settings in the //Animator to define when the character is walking or running m_Animator.SetFloat("horizontalSpeed", m_HorizontalMovement); }}
AnimatorSetFloat (SetFloat)
Above is an example setup of the Animator for accepting floats.

SetFloat(string, float, float, float)

Send float values to the Animator to affect transitions.
public void SetFloat(string name, float value, float dampTime, float deltaTime)

Parameters

name

The parameter name.

value

The new parameter value.

dampTime

The damper total time.

deltaTime

The delta time to give to the damper.

Remarks

Use SetFloat in a script to send float values to the Animator in order to activate transitions. In the Animator, define what values affect how certain animations transition. This is useful in various situations, especially in animation cycles such as movement animations where you might require the character to walk or run depending on the button pressure applied.
//The code below shows how to send the horizontal value of the controller or keys to the Animator.//You must assign the same parameter name in the Animator as you set in SetFloat, in this case “horizontalSpeed”. You must also handle the transition conditions in the Animator, to tell which values should cause each transition.//For example, the walking animation triggers when the horizontal value is above 0, and the running animation triggers when the horizontal value reaches past 0.5. Assigning animations to states are also done in the Animator.using UnityEngine;public class Example : MonoBehaviour{ Animator m_Animator; float m_HorizontalMovement; void Start() { //Get the animator, which you attach to the GameObject you are intending to animate. m_Animator = gameObject.GetComponent<Animator>(); } void Update() { //Translate the left and right button presses or the horizontal joystick movements to a float m_HorizontalMovement = Input.GetAxis("Horizontal"); //Sends the value from the horizontal axis input to the animator. Change the settings in the //Animator to define when the character is walking or running m_Animator.SetFloat("horizontalSpeed", m_HorizontalMovement); }}
AnimatorSetFloat (SetFloat)
Above is an example setup of the Animator for accepting floats.

SetFloat(int, float)

Send float values to the Animator to affect transitions.
public void SetFloat(int id, float value)

Parameters

id

The parameter ID.

value

The new parameter value.

Remarks

Use SetFloat in a script to send float values to the Animator in order to activate transitions. In the Animator, define what values affect how certain animations transition. This is useful in various situations, especially in animation cycles such as movement animations where you might require the character to walk or run depending on the button pressure applied.
//The code below shows how to send the horizontal value of the controller or keys to the Animator.//You must assign the same parameter name in the Animator as you set in SetFloat, in this case “horizontalSpeed”. You must also handle the transition conditions in the Animator, to tell which values should cause each transition.//For example, the walking animation triggers when the horizontal value is above 0, and the running animation triggers when the horizontal value reaches past 0.5. Assigning animations to states are also done in the Animator.using UnityEngine;public class Example : MonoBehaviour{ Animator m_Animator; float m_HorizontalMovement; void Start() { //Get the animator, which you attach to the GameObject you are intending to animate. m_Animator = gameObject.GetComponent<Animator>(); } void Update() { //Translate the left and right button presses or the horizontal joystick movements to a float m_HorizontalMovement = Input.GetAxis("Horizontal"); //Sends the value from the horizontal axis input to the animator. Change the settings in the //Animator to define when the character is walking or running m_Animator.SetFloat("horizontalSpeed", m_HorizontalMovement); }}
AnimatorSetFloat (SetFloat)
Above is an example setup of the Animator for accepting floats.

SetFloat(int, float, float, float)

Send float values to the Animator to affect transitions.
public void SetFloat(int id, float value, float dampTime, float deltaTime)

Parameters

id

The parameter ID.

value

The new parameter value.

dampTime

The damper total time.

deltaTime

The delta time to give to the damper.

Remarks

Use SetFloat in a script to send float values to the Animator in order to activate transitions. In the Animator, define what values affect how certain animations transition. This is useful in various situations, especially in animation cycles such as movement animations where you might require the character to walk or run depending on the button pressure applied.
//The code below shows how to send the horizontal value of the controller or keys to the Animator.//You must assign the same parameter name in the Animator as you set in SetFloat, in this case “horizontalSpeed”. You must also handle the transition conditions in the Animator, to tell which values should cause each transition.//For example, the walking animation triggers when the horizontal value is above 0, and the running animation triggers when the horizontal value reaches past 0.5. Assigning animations to states are also done in the Animator.using UnityEngine;public class Example : MonoBehaviour{ Animator m_Animator; float m_HorizontalMovement; void Start() { //Get the animator, which you attach to the GameObject you are intending to animate. m_Animator = gameObject.GetComponent<Animator>(); } void Update() { //Translate the left and right button presses or the horizontal joystick movements to a float m_HorizontalMovement = Input.GetAxis("Horizontal"); //Sends the value from the horizontal axis input to the animator. Change the settings in the //Animator to define when the character is walking or running m_Animator.SetFloat("horizontalSpeed", m_HorizontalMovement); }}
AnimatorSetFloat (SetFloat)
Above is an example setup of the Animator for accepting floats.