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Unity Engine


AnimatorController

The Animator Controller controls animation through layers with state machines, controlled by parameters.
Read time 6 minutesLast updated 2 days ago

Definition

public sealed class AnimatorController : RuntimeAnimatorController

Examples

using UnityEngine;using UnityEditor;using UnityEditor.Animations;using System.Collections;// Create a menu item that causes a new controller and statemachine to be created.public class SM : MonoBehaviour{ [MenuItem("MyMenu/Create Controller")] static void CreateController() { // Creates the controller var controller = UnityEditor.Animations.AnimatorController.CreateAnimatorControllerAtPath("Assets/Mecanim/StateMachineTransitions.controller"); // Add parameters controller.AddParameter("TransitionNow", AnimatorControllerParameterType.Trigger); controller.AddParameter("Reset", AnimatorControllerParameterType.Trigger); controller.AddParameter("GotoB1", AnimatorControllerParameterType.Trigger); controller.AddParameter("GotoC", AnimatorControllerParameterType.Trigger); // Add StateMachines var rootStateMachine = controller.layers[0].stateMachine; var stateMachineA = rootStateMachine.AddStateMachine("smA"); var stateMachineB = rootStateMachine.AddStateMachine("smB"); var stateMachineC = stateMachineB.AddStateMachine("smC"); // Add States var stateA1 = stateMachineA.AddState("stateA1"); var stateB1 = stateMachineB.AddState("stateB1"); var stateB2 = stateMachineB.AddState("stateB2"); stateMachineC.AddState("stateC1"); var stateC2 = stateMachineC.AddState("stateC2"); // don’t add an entry transition, should entry to state by default // Add Transitions var exitTransition = stateA1.AddExitTransition(); exitTransition.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, "TransitionNow"); exitTransition.duration = 0; var resetTransition = rootStateMachine.AddAnyStateTransition(stateA1); resetTransition.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, "Reset"); resetTransition.duration = 0; var transitionB1 = stateMachineB.AddEntryTransition(stateB1); transitionB1.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, "GotoB1"); stateMachineB.AddEntryTransition(stateB2); stateMachineC.defaultState = stateC2; var exitTransitionC2 = stateC2.AddExitTransition(); exitTransitionC2.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, "TransitionNow"); exitTransitionC2.duration = 0; var stateMachineTransition = rootStateMachine.AddStateMachineTransition(stateMachineA, stateMachineC); stateMachineTransition.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, "GotoC"); rootStateMachine.AddStateMachineTransition(stateMachineA, stateMachineB); }}

Constructors

Constructor

Description

AnimatorController()Constructor.

Properties

Property

Description

evaluateEntryTransitionsOnStartConfigures the initialization of the controller.
layersThe layers in the controller.
parametersParameters are used to communicate between scripting and the controller. They are used to drive transitions and blendtrees for example.

Methods

Method

Description

AddEffectiveStateMachineBehaviourThe non-generic version of this method.
AddLayerUtility function to add a layer to the controller.
AddMotionUtility function that creates a new state with the motion in it.
AddParameterUtility function to add a parameter to the controller.
CreateBlendTreeInControllerCreates a BlendTree in a new AnimatorState.
GetBehavioursReturns all StateMachineBehaviour that match type
T
or are derived from
T
.
GetStateEffectiveBehavioursGets the effective state machine behaviour list for the AnimatorState. Behaviours are either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to get Behaviour list that is effectively used.
GetStateEffectiveMotionGets the effective Motion for the AnimatorState. The Motion is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to get the Motion that is effectively used.
MakeUniqueLayerNameCreates a unique name for the layers.
MakeUniqueParameterNameCreates a unique name for the parameter.
RemoveLayerUtility function to remove a layer from the controller.
RemoveParameterUtility function to remove a parameter from the controller.
SetStateEffectiveBehavioursSets the effective state machine Behaviour list for the AnimatorState. The Behaviour list is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to set the Behaviour list that is effectively used.
SetStateEffectiveMotionSets the effective Motion for the AnimatorState. The Motion is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to set the Motion that is effectively used.

Static Methods

Method

Description

CreateAnimatorControllerAtPathCreates an AnimatorController at the given path.
CreateAnimatorControllerAtPathWithClipCreates an AnimatorController at the given path, and automatically create an AnimatorLayer with an AnimatorStateMachine that will add a State with the AnimationClip in it.
CreateNewStateMachineBehaviourThis function will create a StateMachineBehaviour instance based on the class define in this script.
FindStateMachineBehaviourContextUse this function to retrieve the owner of this behaviour.

Inheritance

Inherited Members

Operators

Operator

Description

operator ==Compares two object references to see if they refer to the same object.
boolDetermines whether the object exists.
operator !=Compares if two objects refer to a different object.