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  • You can use animation events to trigger transitions in a Playmaker FSM on the ...
    Last edited by User on 4/1/2016 8:05 PM
  • Stops playing animations on a game object. Game Object The game object playing ...
    Last edited by User on 12/28/2015 6:32 PM
  • Applies animation settings to the specified animation. Note: Settings are ...
    Last edited by User on 1/25/2016 12:46 PM
  • Plays an animation on a game object. NOTE: The game object must have an ...
    Last edited by User on 2/11/2016 5:18 PM
  • Enable/disable an animation. Animation time is paused while disabled. NOTE: The ...
    Last edited by User on 12/1/2010 6:51 PM
  • Sets the blend weight of an animation.  Game Object The game object that plays ...
    Last edited by User on 12/1/2010 6:53 PM
  • Blends an animation towards a target weight over a specified time. Optionally ...
    Last edited by User on 12/1/2010 6:51 PM
  • Sets the speed of an animation.  Game Object The game object playing the ...
    Last edited by User on 12/6/2010 4:33 AM
  • Gets the value of a bool parameter Game Object The target. An Animator ...
    Created by User on 5/9/2016 7:02 AM
  • Returns the culling of this Animator component. Optionally sends events. If ...
    Created by User on 5/9/2016 7:02 AM
  • Create a dynamic transition between the current state and the destination ...
    Created by User on 5/9/2016 6:48 AM
  • Automatically adjust the gameobject position and rotation so that the ...
    Created by User on 5/9/2016 6:48 AM
  • Plays a state. This could be used to synchronize your animation with audio or ...
    Created by User on 5/9/2016 6:50 AM
  • Sets the animator in playback mode. Game Object The target. An Animator ...
    Created by User on 5/9/2016 6:51 AM
  • Sets the animator in recording mode, and allocates a circular buffer of size ...
    Created by User on 5/9/2016 6:51 AM
  • Stops the animator playback mode. When playback stops, the avatar resumes ...
    Created by User on 5/9/2016 6:52 AM
  • Interrupts the automatic target matching. CompleteMatch will make the ...
    Created by User on 5/9/2016 6:49 AM
  • Stops the animator record mode. It will lock the recording buffer's contents in ...
    Created by User on 5/9/2016 6:52 AM
  • Gets the value of ApplyRootMotion of an avatar. If true, root is controlled by ...
    Created by User on 5/9/2016 6:53 AM
  • Gets the avatar body mass center position and rotation. Optionally accept a ...
    Created by User on 5/9/2016 6:55 AM
  • Gets the GameObject mapped to this human bone id Game Object The target. An ...
    Created by User on 5/9/2016 6:55 AM
  • Gets the current State information on a specified layer Game Object The target. ...
    Created by User on 5/10/2016 3:18 AM
  • Check the current State name on a specified layer, this is more than the layer ...
    Created by User on 5/10/2016 3:18 AM
  • Does tag match the tag of the active state in the statemachine Game Object The ...
    Created by User on 5/10/2016 3:21 AM
  • Gets the current transition information on a specified layer. Only valid when ...
    Created by User on 5/10/2016 3:24 AM
  • Check the active Transition name on a specified layer. Format is 'CURRENT_STATE ...
    Created by User on 5/10/2016 3:27 AM
  • Check the active Transition user-specified name on a specified layer. Game ...
    Created by User on 5/10/2016 3:27 AM
  • Gets the avatar delta position and rotation for the last evaluated frame. Game ...
    Created by User on 5/10/2016 3:28 AM
  • Returns the feet pivot. At 0% blending point is body mass center. At 100% ...
    Created by User on 5/10/2016 3:28 AM
  • Gets the value of a float parameter Game Object The target. An Animator ...
    Created by User on 5/10/2016 3:30 AM
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Last modified on 9/19/2018 (Today) 9:32 PM by FogBugz.

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