# SetChannels(params string[])

> Replaces the channel set with channels that have the given names.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/7000.0/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

## SetChannels(string\[])

```csharp
public void SetChannels(params string[] names)
```

### Parameters

**** (\[string\[]]\(https\://learn.microsoft.com/dotnet/api/system.string)): Names of the channels, in order. If `names` is `null`, the set becomes empty.

### Remarks

All channel values reset to 0.

When the animation system binds a curve, it finds the channel by name and then accesses the channel by its position in the set, like blend shape curves. Curves that are already bound don't follow changes to the set. After you change the set, rebind the curves so that they find their channels by name again, for example with [Animator.Rebind](/engine/7000.0/script-reference/unityengine/animator/rebind.md).

Throws an `ArgumentException` if a name is `null` or appears more than once, or if there are more than 16384 names.
