# BindStreamProperty

> Create a PropertyStreamHandle representing the new binding on the Component property of a Transform already bound to the Animator.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine.Animations](/engine/6000.7/script-reference/unityengine/animations.md)
* **Assembly:** UnityEngine.AnimationModule

## BindStreamProperty(Animator, Transform, Type, string)

Create a PropertyStreamHandle representing the new binding on the [Component](/engine/6000.7/script-reference/unityengine/component.md) property of a [Transform](/engine/6000.7/script-reference/unityengine/transform.md) already bound to the [Animator](/engine/6000.7/script-reference/unityengine/animator.md).

```csharp
public static PropertyStreamHandle BindStreamProperty(this Animator animator, Transform transform, Type type, string property)
```

### Parameters

**** (\[Animator]\(/engine/6000.7/script-reference/unityengine/animator)): The [Animator](/engine/6000.7/script-reference/unityengine/animator.md) instance that calls this method.**** (\[Transform]\(/engine/6000.7/script-reference/unityengine/transform)): The [Transform](/engine/6000.7/script-reference/unityengine/transform.md) to target.**** (\[Type]\(https\://learn.microsoft.com/dotnet/api/system.type)): The [Component](/engine/6000.7/script-reference/unityengine/component.md) type.**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): The property to bind.

### Returns

| Type                                                                                                   | Description                                                       |
| ------------------------------------------------------------------------------------------------------ | ----------------------------------------------------------------- |
| [PropertyStreamHandle](/engine/6000.7/script-reference/unityengine/animations/propertystreamhandle.md) | Returns the PropertyStreamHandle that represents the new binding. |

### Remarks

You can bind a property that doesn't exist yet. For example you can bind a property on a [MonoBehaviour](/engine/6000.7/script-reference/unityengine/monobehaviour.md) that will be added later dynamically. In this case, you need to manually resolve the handle after adding the [MonoBehaviour](/engine/6000.7/script-reference/unityengine/monobehaviour.md) on the [GameObject](/engine/6000.7/script-reference/unityengine/gameobject.md), using [AnimatorJobExtensions.ResolveAllStreamHandles](/engine/6000.7/script-reference/unityengine/animations/animatorjobextensions/resolveallstreamhandles.md).

## BindStreamProperty(Animator, Transform, Type, string, bool)

Create a PropertyStreamHandle representing the new binding on the [Component](/engine/6000.7/script-reference/unityengine/component.md) property of a [Transform](/engine/6000.7/script-reference/unityengine/transform.md) already bound to the [Animator](/engine/6000.7/script-reference/unityengine/animator.md).

```csharp
public static PropertyStreamHandle BindStreamProperty(this Animator animator, Transform transform, Type type, string property, bool isObjectReference)
```

### Parameters

**** (\[Animator]\(/engine/6000.7/script-reference/unityengine/animator)): The [Animator](/engine/6000.7/script-reference/unityengine/animator.md) instance that calls this method.**** (\[Transform]\(/engine/6000.7/script-reference/unityengine/transform)): The [Transform](/engine/6000.7/script-reference/unityengine/transform.md) to target.**** (\[Type]\(https\://learn.microsoft.com/dotnet/api/system.type)): The [Component](/engine/6000.7/script-reference/unityengine/component.md) type.**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): The property to bind.**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): isObjectReference need to be set to true if the property to bind does animate an Object like [\_sprite](/engine/6000.7/script-reference/unityengine/spriterenderer/sprite.md).

### Returns

| Type                                                                                                   | Description                                                       |
| ------------------------------------------------------------------------------------------------------ | ----------------------------------------------------------------- |
| [PropertyStreamHandle](/engine/6000.7/script-reference/unityengine/animations/propertystreamhandle.md) | Returns the PropertyStreamHandle that represents the new binding. |

### Remarks

You can bind a property that doesn't exist yet. For example you can bind a property on a [MonoBehaviour](/engine/6000.7/script-reference/unityengine/monobehaviour.md) that will be added later dynamically. In this case, you need to manually resolve the handle after adding the [MonoBehaviour](/engine/6000.7/script-reference/unityengine/monobehaviour.md) on the [GameObject](/engine/6000.7/script-reference/unityengine/gameobject.md), using [AnimatorJobExtensions.ResolveAllStreamHandles](/engine/6000.7/script-reference/unityengine/animations/animatorjobextensions/resolveallstreamhandles.md).
