Version: 5.4 beta (switch to 5.3)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

IAnimatorControllerPlayable.CrossFade

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public function CrossFade(stateName: string, transitionDuration: float, layer: int, normalizedTime: float): void;
public void CrossFade(string stateName, float transitionDuration, int layer, float normalizedTime);
public function CrossFade(stateNameHash: int, transitionDuration: float, layer: int, normalizedTime: float): void;
public void CrossFade(int stateNameHash, float transitionDuration, int layer, float normalizedTime);

Parameters

stateName The name of the destination state.
transitionDuration The duration of the transition. Value is in source state normalized time.
layer Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played.
normalizedTime Start time of the current destination state. Value is in source state normalized time, should be between 0 and 1. If no explicit normalizedTime is specified or normalizedTime value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time and no transition will happen.
stateNameHash The AnimatorState fullPathHash, nameHash or shortNameHash to play. Passing 0 will transition to self.

Description

Creates a dynamic transition between the current state and the destination state.

Both states have to be on the same layer.

You cannot change the current state on a synchronized layer, you need to change it on the referenced layer.