|
The animation component is used to play back animations.
You can assign animation clips to the animation component and control playback from your script. The animation system in Unity is weight based and supports: Animation Blending, Additive animations, Animation Mixing, Layers and full control over all aspects of animation playback.
For an overview of animation scripting in Unity please read this introduction.
To play a simple animation use Animation.Play
To cross-fade between animations use Animation.CrossFade
To change how animations wrap (Loop, Once, PingPong) change the WrapMode of the respective AnimationClips in their import settings, or use AnimationState.wrapMode to change it at runtime.
AnimationState can be used to change the layer of an animation, modify playback speed, and for direct control over blending and mixing.
Animation also supports enumerators so you can loop through all AnimationStates like this:
clip |
The default animation. |
playAutomatically |
Should the default animation clip (Animation.clip) automatically start playing on startup. |
wrapMode |
How should time beyond the playback range of the clip be treated? |
isPlaying |
Are we playing any animations? |
this [string name] |
Returns the animation state named name. |
animatePhysics |
When turned on, animations will be executed in the physics loop. This is only useful in conjunction with kinematic rigidbodies. |
animateOnlyIfVisible |
When turned on, Unity might stop animating if it thinks that the results of the animation won't be visible to the user. |
Stop |
Stops all playing animations that were started with this Animation. |
Rewind |
Rewinds the animation named name. |
Sample |
Samples animations at the current state. |
IsPlaying |
Is the animation named name playing? |
Play |
Plays animation without any blending. |
CrossFade |
Fades the animation with name animation in over a period of time seconds and fades other animations out. |
Blend |
Blends the animation named animation towards targetWeight over the next time seconds. |
CrossFadeQueued |
Cross fades an animation after previous animations has finished playing. |
PlayQueued |
Plays an animation after previous animations has finished playing. |
AddClip |
Adds a clip to the animation with name newName. |
RemoveClip |
Remove clip from the animation list. |
GetClipCount |
Get the number of clips currently assigned to this animation |
SyncLayer |
Synchronizes playback speed of all animations in the layer. |
enabled |
Enabled Behaviours are Updated, disabled Behaviours are not. |
transform |
The Transform attached to this GameObject (null if there is none attached). |
rigidbody |
The Rigidbody attached to this GameObject (null if there is none attached). |
camera |
The Camera attached to this GameObject (null if there is none attached). |
light |
The Light attached to this GameObject (null if there is none attached). |
animation |
The Animation attached to this GameObject (null if there is none attached). |
constantForce |
The ConstantForce attached to this GameObject (null if there is none attached). |
renderer |
The Renderer attached to this GameObject (null if there is none attached). |
audio |
The AudioSource attached to this GameObject (null if there is none attached). |
guiText |
The GUIText attached to this GameObject (null if there is none attached). |
networkView |
The NetworkView attached to this GameObject (Read Only). (null if there is none attached) |
guiTexture |
The GUITexture attached to this GameObject (Read Only). (null if there is none attached) |
collider |
The Collider attached to this GameObject (null if there is none attached). |
hingeJoint |
The HingeJoint attached to this GameObject (null if there is none attached). |
particleEmitter |
The ParticleEmitter attached to this GameObject (null if there is none attached). |
gameObject |
The game object this component is attached to. A component is always attached to a game object. |
tag |
The tag of this game object. |
name |
The name of the object. |
hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user? |
GetComponent |
Returns the component of Type type if the game object has one attached, null if it doesn't. |
GetComponent.<T> |
|
GetComponent |
Returns the component with name type if the game object has one attached, null if it doesn't. |
GetComponentInChildren |
Returns the component of Type type in the GameObject or any of its children using depth first search. |
GetComponentInChildren.<T> |
|
GetComponentsInChildren |
Returns all components of Type type in the GameObject or any of its children. |
GetComponentsInChildren.<T> |
|
GetComponents |
Returns all components of Type type in the GameObject. |
GetComponents.<T> |
|
CompareTag |
Is this game object tagged tag? |
SendMessageUpwards |
Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour |
SendMessage |
Calls the method named methodName on every MonoBehaviour in this game object. |
BroadcastMessage |
Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
GetInstanceID |
Returns the instance id of the object. |
ToString |
Returns the name of the game object. |
operator bool |
Does the object exist? |
Instantiate |
Clones the object original and returns the clone. |
Instantiate.<T> |
|
Destroy |
Removes a gameobject, component or asset. |
DestroyImmediate |
Destroys the object obj immediately. It is strongly recommended to use Destroy instead. |
FindObjectsOfType |
Returns a list of all active loaded objects of Type type. |
FindObjectOfType |
Returns the first active loaded object of Type type. |
operator == |
Compares if two objects refer to the same |
operator != |
Compares if two objects refer to a different object |
DontDestroyOnLoad |
Makes the object target not be destroyed automatically when loading a new scene. |