The states and animations not my own.
I have a prefab of a character that have Animator component attached to it. The character in the Hierarchy have Animator with some states and blends and also have some animation clips.
Now when i play/run a State of the Animator is that meaning i’m playing animation? Or the animation clips is something else ?
And why i can’t playing the animation clips ? I’m not getting errors or exceptions it’s just not playing it.
Here is a script that attached to this character and i also added to this character a Animation component. So now the character object have both Animator and Animation components.
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class SwitchAnimations : MonoBehaviour
{
private Animator animator;
private int index = 0;
private static UnityEditor.Animations.AnimatorController controller;
private UnityEditor.Animations.AnimatorState[] an;
// Use this for initialization
void Start()
{
animator = GetComponent<Animator>();
an = GetStateNames(animator);
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.A))
{
animator.Play(an[index].name);
if (++index == an.Length)
index = 0;
}
}
private static UnityEditor.Animations.AnimatorState[] GetStateNames(Animator animator)
{
controller = animator ? animator.runtimeAnimatorController as UnityEditor.Animations.AnimatorController : null;
return controller == null ? null : controller.layers.SelectMany(l => l.stateMachine.states).Select(s => s.state).ToArray();
}
private void RollSound()
{
}
private void CantRotate()
{
}
private void EndRoll()
{
}
private void EndPickup()
{
}
}
Inside the variable an there are 9 states:
Aiming
Death_A
Use
Grounded
Roll
PickupObject
Reload_Rifle
Shoot_Rifle
Empty
When i click on A key it’s playing the states one by one each time i click on A Everything is working fine i can play the 9 states by clicking on A.
what i don’t understand with the States is inside the editor when i’m in the hierarchy selecting the character and in the menu make: Window > Animator i see the 9 states on the LegsLayer:
But then if i click on state Grounded double click i see a blend tree and i’m not sure if this is also states or maybe this is animation clips ? Then how can i get access to them ?
Ok this is one part i don’t understand yet about the Animator and what and how i can play with it.
The second part is related to AnimationClip/s and why i can’t play them ?
The script for animations clips:
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEditor.Animations;
using UnityEngine;
public class SwitchAnimations : MonoBehaviour
{
private Animation animation;
private AnimationClip[] animationClips;
// Use this for initialization
void Start()
{
animation = GetComponent<Animation>();
animationClips = AnimationUtility.GetAnimationClips(gameObject);
foreach (AnimationClip clip in animationClips)
{
animation.AddClip(clip, clip.name);
}
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.A))
{
animation.clip = animationClips[6];
animation.Play(animationClips[6].name);
}
}
private void RollSound()
{
}
private void CantRotate()
{
}
private void EndRoll()
{
}
private void EndPickup()
{
}
private void FootStep()
{
}
}
And in the variable animationClips i have 9 animations:
Rifle_Aiming_Idle
Rifle_Aiming_Walk_F_RM
Rifle_Aiming_Walk_B_RM
Rifle_Aiming_Walk_L_RM
Rifle_Aiming_Walk_R_RM
Rifle_Idle
Rifle_Walk_F_RM
Rifle_Run_F_RM
Rifle_Sprint_F_RM
When i’m running the game and clicking on A this time i see in the Inspector inside the Animation component all the animation clips and in Animation i see the animation clip to play.
I’m not getting any errors or exceptions but it’s just not playing it. The character stay still idle. Even if i choose another animation clip index to play 5 or 3 or 1 nothing is playing.
I wonder why it’s not playing the animations when i click A. In this case animation number 6 from the List but still not playing.


