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Unity Engine


CrossFadeInFixedTime

Creates a crossfade from the current state to any other state using times in seconds.
Read time 3 minutesLast updated 10 days ago

Definition

CrossFadeInFixedTime(string, float)

Creates a crossfade from the current state to any other state using times in seconds.
public void CrossFadeInFixedTime(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.CrossFade for normalized times.

CrossFadeInFixedTime(string, float, int)

Creates a crossfade from the current state to any other state using times in seconds.
public void CrossFadeInFixedTime(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.CrossFade for normalized times.

CrossFadeInFixedTime(string, float, int, float)

Creates a crossfade from the current state to any other state using times in seconds.
public void CrossFadeInFixedTime(string stateName, float transitionDuration, int layer, float fixedTime)

Parameters

stateName

The name of the state.

transitionDuration


layer

The layer where the crossfade occurs.

fixedTime

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.CrossFade for normalized times.

CrossFadeInFixedTime(int, float)

Creates a crossfade from the current state to any other state using times in seconds.
public void CrossFadeInFixedTime(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.CrossFade for normalized times.

CrossFadeInFixedTime(int, float, int)

Creates a crossfade from the current state to any other state using times in seconds.
public void CrossFadeInFixedTime(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.CrossFade for normalized times.

CrossFadeInFixedTime(int, float, int, float)

Creates a crossfade from the current state to any other state using times in seconds.
public void CrossFadeInFixedTime(int stateNameHash, float transitionDuration, int layer, float fixedTime)

Parameters

stateNameHash


transitionDuration


layer

The layer where the crossfade occurs.

fixedTime

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.CrossFade for normalized times.