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Showing content from https://docs.unity3d.com/Manual/../ScriptReference/Animations.AnimatorStateMachine.html below:

Unity - Scripting API: AnimatorStateMachine

AnimatorStateMachine

class in UnityEditor.Animations

/

Inherits from:Object

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Description

A graph controlling the interaction of states. Each state references a motion.

Public Methods Method Description AddAnyStateTransition Utility function to add an AnyState transition to the specified state or statemachine. AddEntryTransition Utility function to add an incoming transition to the exit of it's parent state machine. AddState Utility function to add a state to the state machine. AddStateMachine Utility function to add a state machine to the state machine. AddStateMachineBehaviour Adds a state machine behaviour class of type T to the AnimatorStateMachine. Note that there is no corresponding "Remove" method. To remove a state machine behaviour, use Object.Destroy. AddStateMachineExitTransition Utility function to add an outgoing transition from the source state machine to the exit of it's parent state machine. AddStateMachineTransition Utility function to add an outgoing transition from the source state machine to the destination. GetStateMachineTransitions Gets the list of all outgoing state machine transitions from given state machine. MakeUniqueStateMachineName Makes a unique state machine name in the context of the parent state machine. MakeUniqueStateName Makes a unique state name in the context of the parent state machine. RemoveAnyStateTransition Utility function to remove an AnyState transition from the state machine. RemoveEntryTransition Utility function to remove an entry transition from the state machine. RemoveState Utility function to remove a state from the state machine. RemoveStateMachine Utility function to remove a state machine from its parent state machine. RemoveStateMachineTransition Utility function to remove an outgoing transition from source state machine. SetStateMachineTransitions Sets the list of all outgoing state machine transitions from given state machine. Inherited Members Properties Property Description hideFlags Should the object be hidden, saved with the Scene or modifiable by the user? name The name of the object. Public Methods Method Description GetInstanceID Gets the instance ID of the object. ToString Returns the name of the object. Static Methods Method Description Destroy Removes a GameObject, component or asset. DestroyImmediate Destroys the object obj immediately. You are strongly recommended to use Destroy instead. DontDestroyOnLoad Do not destroy the target Object when loading a new Scene. FindAnyObjectByType Retrieves any active loaded object of Type type. FindFirstObjectByType Retrieves the first active loaded object of Type type. FindObjectsByType Retrieves a list of all loaded objects of Type type. Instantiate Clones the object original and returns the clone. InstantiateAsync Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. Operators Operator Description bool Does the object exist? operator != Compares if two objects refer to a different object. operator == Compares two object references to see if they refer to the same object.

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