Animator Through Scripting?

Can the conditions between animations be scripted rather than clicked on to be created?

Example: to get from Idle to Run, all one must do is make an arrow between the two and then click on it to create a condition.

Rather than creating the condition through clicking on arrows, can states and conditions be purely made with code and still be compatible with the Animator? and if so, how?

Right now… Nope. There’s a huge lack of exposition of internal Animator mechanisms.

Hey LightStriker, thanks for the reply. So pretty much the only way to animate is by physically clicking on the animator?

Also, You said “Right now”, does that imply that scripting with the animator is something the Unity Devs are working on?