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Unity Engine


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

stateName

The state name.

layer

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
Bounce
state in the
Base Layer
, the name is
Base Layer.Bounce
. When you use the
stateName
parameter, this method calls Animator.StringToHash internally. If you use this method with the same
stateName
often, precompute the hash and use the
stateHashName
parameter to improve performance.
The
normalizedTime
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
normalizedTime
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.
AnimatorPlay (Play)
The following example script animates a cube.
This cube has two Animator states called
Rest
and
Bounce
. An empty animation is played in the
Rest
state. When the Space key is pressed the cube switches into the
Bounce
state. This causes the cube to jump up and down twice. The cube then returns to the
Rest
state. Because
Bounce
is selected from the Animator.Play script, no Transition is needed. However the return from
Bounce
to
Rest
does have a Transition.
Has Exit Time
is ticked to make
Bounce
last for its one second. Attach this script to the GameObject you want to animate.
using 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

stateName

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
Bounce
state in the
Base Layer
, the name is
Base Layer.Bounce
. When you use the
stateName
parameter, this method calls Animator.StringToHash internally. If you use this method with the same
stateName
often, precompute the hash and use the
stateHashName
parameter to improve performance.
The
normalizedTime
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
normalizedTime
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.
AnimatorPlay (Play)
The following example script animates a cube.
This cube has two Animator states called
Rest
and
Bounce
. An empty animation is played in the
Rest
state. When the Space key is pressed the cube switches into the
Bounce
state. This causes the cube to jump up and down twice. The cube then returns to the
Rest
state. Because
Bounce
is selected from the Animator.Play script, no Transition is needed. However the return from
Bounce
to
Rest
does have a Transition.
Has Exit Time
is ticked to make
Bounce
last for its one second. Attach this script to the GameObject you want to animate.
using 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

stateName

The state name.

layer

The layer index. If layer is -1, it plays the first state with the given state name or hash.

normalizedTime

The time offset between zero and one.

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
Bounce
state in the
Base Layer
, the name is
Base Layer.Bounce
. When you use the
stateName
parameter, this method calls Animator.StringToHash internally. If you use this method with the same
stateName
often, precompute the hash and use the
stateHashName
parameter to improve performance.
The
normalizedTime
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
normalizedTime
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.
AnimatorPlay (Play)
The following example script animates a cube.
This cube has two Animator states called
Rest
and
Bounce
. An empty animation is played in the
Rest
state. When the Space key is pressed the cube switches into the
Bounce
state. This causes the cube to jump up and down twice. The cube then returns to the
Rest
state. Because
Bounce
is selected from the Animator.Play script, no Transition is needed. However the return from
Bounce
to
Rest
does have a Transition.
Has Exit Time
is ticked to make
Bounce
last for its one second. Attach this script to the GameObject you want to animate.
using 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

stateNameHash

The state hash name. If stateNameHash is 0, it changes the current state time.

layer

The layer index. If layer is -1, it plays the first state with the given state name or hash.

normalizedTime

The time offset between zero and one.

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
Bounce
state in the
Base Layer
, the name is
Base Layer.Bounce
. When you use the
stateName
parameter, this method calls Animator.StringToHash internally. If you use this method with the same
stateName
often, precompute the hash and use the
stateHashName
parameter to improve performance.
The
normalizedTime
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
normalizedTime
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.
AnimatorPlay (Play)
The following example script animates a cube.
This cube has two Animator states called
Rest
and
Bounce
. An empty animation is played in the
Rest
state. When the Space key is pressed the cube switches into the
Bounce
state. This causes the cube to jump up and down twice. The cube then returns to the
Rest
state. Because
Bounce
is selected from the Animator.Play script, no Transition is needed. However the return from
Bounce
to
Rest
does have a Transition.
Has Exit Time
is ticked to make
Bounce
last for its one second. Attach this script to the GameObject you want to animate.
using 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

stateNameHash

The state hash name. If stateNameHash is 0, it changes the current state time.

layer

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
Bounce
state in the
Base Layer
, the name is
Base Layer.Bounce
. When you use the
stateName
parameter, this method calls Animator.StringToHash internally. If you use this method with the same
stateName
often, precompute the hash and use the
stateHashName
parameter to improve performance.
The
normalizedTime
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
normalizedTime
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.
AnimatorPlay (Play)
The following example script animates a cube.
This cube has two Animator states called
Rest
and
Bounce
. An empty animation is played in the
Rest
state. When the Space key is pressed the cube switches into the
Bounce
state. This causes the cube to jump up and down twice. The cube then returns to the
Rest
state. Because
Bounce
is selected from the Animator.Play script, no Transition is needed. However the return from
Bounce
to
Rest
does have a Transition.
Has Exit Time
is ticked to make
Bounce
last for its one second. Attach this script to the GameObject you want to animate.
using 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

stateNameHash

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
Bounce
state in the
Base Layer
, the name is
Base Layer.Bounce
. When you use the
stateName
parameter, this method calls Animator.StringToHash internally. If you use this method with the same
stateName
often, precompute the hash and use the
stateHashName
parameter to improve performance.
The
normalizedTime
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
normalizedTime
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.
AnimatorPlay (Play)
The following example script animates a cube.
This cube has two Animator states called
Rest
and
Bounce
. An empty animation is played in the
Rest
state. When the Space key is pressed the cube switches into the
Bounce
state. This causes the cube to jump up and down twice. The cube then returns to the
Rest
state. Because
Bounce
is selected from the Animator.Play script, no Transition is needed. However the return from
Bounce
to
Rest
does have a Transition.
Has Exit Time
is ticked to make
Bounce
last for its one second. Attach this script to the GameObject you want to animate.
using 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.