Play
Plays a state.
Read time 12 minutesLast updated 5 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.AnimationModule
Play(string, int)
Plays a state.
public void Play(string stateName, 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 . When you use the parameter, this method calls Animator.StringToHash internally. If you use this method with the same often, precompute the hash and use the parameter to improve performance.
BounceBase LayerBase Layer.BouncestateNamestateNamestateHashNameThe parameter varies between 0 and 1. If this parameter is left at zero then Animator.Play will operate as expected. A different starting point can be given. An example could be set to 0.5, which means the animation starts halfway through. If the transition from one state switches to another, it may or may not be blended. If the transition starts at 0.75 it will be blended with the other state. If no transition is set up then Animator.Play will continue to 1.0 with no changes.
normalizedTimenormalizedTime
The following example script animates a cube.
This cube has two Animator states called and . An empty animation is played in the state. When the Space key is pressed the cube switches into the state. This causes the cube to jump up and down twice. The cube then returns to the state. Because is selected from the Animator.Play script, no Transition is needed. However the return from to does have a Transition. is ticked to make last for its one second. Attach this script to the GameObject you want to animate.
RestBounceRestBounceRestBounceBounceRestHas Exit TimeBounceusing UnityEngine;// Press the space key in Play Mode to switch to the Bounce state.[RequireComponent(typeof(Animator))]public class AnimatorPlayExample : MonoBehaviour{ // The Animator component on the GameObject this script is attached to. Animator m_Animator; // Cache the hash of the bounce state. int m_BounceStateHash; void Start() { m_Animator = GetComponent<Animator>(); m_BounceStateHash = Animator.StringToHash("Base Layer.Bounce"); } void Update() { if (Input.GetKeyDown(KeyCode.Space)) { // Play Bounce but start at a quarter of the way through m_Animator.Play(m_BounceStateHash, 0, 0.25f); } }}
Additional Resources: Animator.StringToHash for how to get a hash from the name.
Play(string)
Plays a state.
public void Play(string stateName)
Parameters
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 state in the , the name is . When you use the parameter, this method calls Animator.StringToHash internally. If you use this method with the same often, precompute the hash and use the parameter to improve performance.
BounceBase LayerBase Layer.BouncestateNamestateNamestateHashNameThe parameter varies between 0 and 1. If this parameter is left at zero then Animator.Play will operate as expected. A different starting point can be given. An example could be set to 0.5, which means the animation starts halfway through. If the transition from one state switches to another, it may or may not be blended. If the transition starts at 0.75 it will be blended with the other state. If no transition is set up then Animator.Play will continue to 1.0 with no changes.
normalizedTimenormalizedTime
The following example script animates a cube.
This cube has two Animator states called and . An empty animation is played in the state. When the Space key is pressed the cube switches into the state. This causes the cube to jump up and down twice. The cube then returns to the state. Because is selected from the Animator.Play script, no Transition is needed. However the return from to does have a Transition. is ticked to make last for its one second. Attach this script to the GameObject you want to animate.
RestBounceRestBounceRestBounceBounceRestHas Exit TimeBounceusing UnityEngine;// Press the space key in Play Mode to switch to the Bounce state.[RequireComponent(typeof(Animator))]public class AnimatorPlayExample : MonoBehaviour{ // The Animator component on the GameObject this script is attached to. Animator m_Animator; // Cache the hash of the bounce state. int m_BounceStateHash; void Start() { m_Animator = GetComponent<Animator>(); m_BounceStateHash = Animator.StringToHash("Base Layer.Bounce"); } void Update() { if (Input.GetKeyDown(KeyCode.Space)) { // Play Bounce but start at a quarter of the way through m_Animator.Play(m_BounceStateHash, 0, 0.25f); } }}
Additional Resources: Animator.StringToHash for how to get a hash from the name.
Play(string, int, float)
Plays a state.
public void Play(string stateName, int layer, float normalizedTime)
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 . When you use the parameter, this method calls Animator.StringToHash internally. If you use this method with the same often, precompute the hash and use the parameter to improve performance.
BounceBase LayerBase Layer.BouncestateNamestateNamestateHashNameThe parameter varies between 0 and 1. If this parameter is left at zero then Animator.Play will operate as expected. A different starting point can be given. An example could be set to 0.5, which means the animation starts halfway through. If the transition from one state switches to another, it may or may not be blended. If the transition starts at 0.75 it will be blended with the other state. If no transition is set up then Animator.Play will continue to 1.0 with no changes.
normalizedTimenormalizedTime
The following example script animates a cube.
This cube has two Animator states called and . An empty animation is played in the state. When the Space key is pressed the cube switches into the state. This causes the cube to jump up and down twice. The cube then returns to the state. Because is selected from the Animator.Play script, no Transition is needed. However the return from to does have a Transition. is ticked to make last for its one second. Attach this script to the GameObject you want to animate.
RestBounceRestBounceRestBounceBounceRestHas Exit TimeBounceusing UnityEngine;// Press the space key in Play Mode to switch to the Bounce state.[RequireComponent(typeof(Animator))]public class AnimatorPlayExample : MonoBehaviour{ // The Animator component on the GameObject this script is attached to. Animator m_Animator; // Cache the hash of the bounce state. int m_BounceStateHash; void Start() { m_Animator = GetComponent<Animator>(); m_BounceStateHash = Animator.StringToHash("Base Layer.Bounce"); } void Update() { if (Input.GetKeyDown(KeyCode.Space)) { // Play Bounce but start at a quarter of the way through m_Animator.Play(m_BounceStateHash, 0, 0.25f); } }}
Additional Resources: Animator.StringToHash for how to get a hash from the name.
Play(int, int, float)
Plays a state.
public void Play(int stateNameHash, int layer, float normalizedTime)
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 . When you use the parameter, this method calls Animator.StringToHash internally. If you use this method with the same often, precompute the hash and use the parameter to improve performance.
BounceBase LayerBase Layer.BouncestateNamestateNamestateHashNameThe parameter varies between 0 and 1. If this parameter is left at zero then Animator.Play will operate as expected. A different starting point can be given. An example could be set to 0.5, which means the animation starts halfway through. If the transition from one state switches to another, it may or may not be blended. If the transition starts at 0.75 it will be blended with the other state. If no transition is set up then Animator.Play will continue to 1.0 with no changes.
normalizedTimenormalizedTime
The following example script animates a cube.
This cube has two Animator states called and . An empty animation is played in the state. When the Space key is pressed the cube switches into the state. This causes the cube to jump up and down twice. The cube then returns to the state. Because is selected from the Animator.Play script, no Transition is needed. However the return from to does have a Transition. is ticked to make last for its one second. Attach this script to the GameObject you want to animate.
RestBounceRestBounceRestBounceBounceRestHas Exit TimeBounceusing UnityEngine;// Press the space key in Play Mode to switch to the Bounce state.[RequireComponent(typeof(Animator))]public class AnimatorPlayExample : MonoBehaviour{ // The Animator component on the GameObject this script is attached to. Animator m_Animator; // Cache the hash of the bounce state. int m_BounceStateHash; void Start() { m_Animator = GetComponent<Animator>(); m_BounceStateHash = Animator.StringToHash("Base Layer.Bounce"); } void Update() { if (Input.GetKeyDown(KeyCode.Space)) { // Play Bounce but start at a quarter of the way through m_Animator.Play(m_BounceStateHash, 0, 0.25f); } }}
Additional Resources: Animator.StringToHash for how to get a hash from the name.
Play(int, int)
Plays a state.
public void Play(int stateNameHash, 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 . When you use the parameter, this method calls Animator.StringToHash internally. If you use this method with the same often, precompute the hash and use the parameter to improve performance.
BounceBase LayerBase Layer.BouncestateNamestateNamestateHashNameThe parameter varies between 0 and 1. If this parameter is left at zero then Animator.Play will operate as expected. A different starting point can be given. An example could be set to 0.5, which means the animation starts halfway through. If the transition from one state switches to another, it may or may not be blended. If the transition starts at 0.75 it will be blended with the other state. If no transition is set up then Animator.Play will continue to 1.0 with no changes.
normalizedTimenormalizedTime
The following example script animates a cube.
This cube has two Animator states called and . An empty animation is played in the state. When the Space key is pressed the cube switches into the state. This causes the cube to jump up and down twice. The cube then returns to the state. Because is selected from the Animator.Play script, no Transition is needed. However the return from to does have a Transition. is ticked to make last for its one second. Attach this script to the GameObject you want to animate.
RestBounceRestBounceRestBounceBounceRestHas Exit TimeBounceusing UnityEngine;// Press the space key in Play Mode to switch to the Bounce state.[RequireComponent(typeof(Animator))]public class AnimatorPlayExample : MonoBehaviour{ // The Animator component on the GameObject this script is attached to. Animator m_Animator; // Cache the hash of the bounce state. int m_BounceStateHash; void Start() { m_Animator = GetComponent<Animator>(); m_BounceStateHash = Animator.StringToHash("Base Layer.Bounce"); } void Update() { if (Input.GetKeyDown(KeyCode.Space)) { // Play Bounce but start at a quarter of the way through m_Animator.Play(m_BounceStateHash, 0, 0.25f); } }}
Additional Resources: Animator.StringToHash for how to get a hash from the name.
Play(int)
Plays a state.
public void Play(int stateNameHash)
Parameters
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 state in the , the name is . When you use the parameter, this method calls Animator.StringToHash internally. If you use this method with the same often, precompute the hash and use the parameter to improve performance.
BounceBase LayerBase Layer.BouncestateNamestateNamestateHashNameThe parameter varies between 0 and 1. If this parameter is left at zero then Animator.Play will operate as expected. A different starting point can be given. An example could be set to 0.5, which means the animation starts halfway through. If the transition from one state switches to another, it may or may not be blended. If the transition starts at 0.75 it will be blended with the other state. If no transition is set up then Animator.Play will continue to 1.0 with no changes.
normalizedTimenormalizedTime
The following example script animates a cube.
This cube has two Animator states called and . An empty animation is played in the state. When the Space key is pressed the cube switches into the state. This causes the cube to jump up and down twice. The cube then returns to the state. Because is selected from the Animator.Play script, no Transition is needed. However the return from to does have a Transition. is ticked to make last for its one second. Attach this script to the GameObject you want to animate.
RestBounceRestBounceRestBounceBounceRestHas Exit TimeBounceusing UnityEngine;// Press the space key in Play Mode to switch to the Bounce state.[RequireComponent(typeof(Animator))]public class AnimatorPlayExample : MonoBehaviour{ // The Animator component on the GameObject this script is attached to. Animator m_Animator; // Cache the hash of the bounce state. int m_BounceStateHash; void Start() { m_Animator = GetComponent<Animator>(); m_BounceStateHash = Animator.StringToHash("Base Layer.Bounce"); } void Update() { if (Input.GetKeyDown(KeyCode.Space)) { // Play Bounce but start at a quarter of the way through m_Animator.Play(m_BounceStateHash, 0, 0.25f); } }}
Additional Resources: Animator.StringToHash for how to get a hash from the name.