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
- Type: Method
- Namespace: UnityEngine.Animations
- Assembly: UnityEngine.AnimationModule
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
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 state in the , the name is .
RunBase LayerBase Layer.RunAdditional 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
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 state in the , the name is .
RunBase LayerBase Layer.RunAdditional 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
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 state in the , the name is .
RunBase LayerBase Layer.RunAdditional 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
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 state in the , the name is .
RunBase LayerBase Layer.RunAdditional 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
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 state in the , the name is .
RunBase LayerBase Layer.RunAdditional 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
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 state in the , the name is .
RunBase LayerBase Layer.RunAdditional Resources: AnimatorControllerPlayable.CrossFade for normalized times.