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Experimental: this API is experimental and might be changed or removed in the future.

IAnimatorControllerPlayable

interface in UnityEngine.Experimental.Director

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Description

Interface for objects that can control an AnimatorController.

Variables

layerCountThe AnimatorController layer count.
parameterCountThe number of AnimatorControllerParameters used by the AnimatorController.

Public Functions

CrossFadeCreates a dynamic transition between the current state and the destination state.
CrossFadeInFixedTimeSame as IAnimatorControllerPlayable.CrossFade, but the duration and offset in the target state are in fixed time.
GetAnimatorTransitionInfoGets the Transition information on a specified AnimatorController layer.
GetBoolSee IAnimatorControllerPlayable.GetBool.
GetCurrentAnimatorClipInfoGets the list of AnimatorClipInfo currently played by the current state.
GetCurrentAnimatorClipInfoCountThis function should be used when you want to use the allocation-free method IAnimatorControllerPlayable.GetCurrentAnimatorClipInfo.
GetCurrentAnimatorStateInfoGets the current State information on a specified AnimatorController layer.
GetFloatGets the value of a float parameter.
GetIntegerGets the value of an integer parameter.
GetLayerIndexGets the index of the layer with specified name.
GetLayerNameGets name of the layer.
GetLayerWeightGets the layer's current weight.
GetNextAnimatorClipInfoGets the list of AnimatorClipInfo currently played by the next state.
GetNextAnimatorClipInfoCountThis function should be used when you want to use the allocation-free method IAnimatorControllerPlayable.GetNextAnimatorClipInfo.
GetNextAnimatorStateInfoGets the next State information on a specified AnimatorController layer.
GetParameterRead only access to the AnimatorControllerParameters used by the animator.
HasStateReturns true if the AnimatorState is present in the Animator's controller. For a state named State in sub state machine SubStateMachine of state machine StateMachine, the shortNameHash can be generated using Animator.StringToHash("State"), and the fullPathHash can be generated using Animator.StringToHash("StateMachine.SubStateMachine.State"). Typically, the name of the top level state machine is the name of the Layer.
IsInTransitionIs the specified AnimatorController layer in a transition.
IsParameterControlledByCurveReturns true if a parameter is controlled by an additional curve on an animation.
PlayPlays a state.
PlayInFixedTimeSame as IAnimatorControllerPlayable.Play, but the offset in the target state is in fixed time.
ResetTriggerResets the trigger parameter to false.
SetBoolSee IAnimatorControllerPlayable.SetBool.
SetFloatSets the value of a float parameter.
SetIntegerSets the value of an integer parameter.
SetLayerWeightSets the layer's current weight.
SetTriggerSets a trigger parameter to active. A trigger parameter is a bool parameter that gets reset to false when it has been used in a transition. For state machines with multiple layers, the trigger will only get reset once all layers have been evaluated, so that the layers can synchronize their transitions on the same parameter.