Version: 2019.1 (switch to 2018.3 or 2017.4)
LanguageEnglish
  • C#

Animator.SetFloat

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

Submission failed

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

Close

Cancel

Switch to Manual
public void SetFloat(string name, float value);
public void SetFloat(string name, float value, float dampTime, float deltaTime);
public void SetFloat(int id, float value);
public void SetFloat(int id, float value, float dampTime, float deltaTime);

Parameters

nameThe parameter name.
idThe parameter ID.
valueThe new parameter value.
dampTimeThe damper total time.
deltaTimeThe delta time to give to the damper.

Description

Send float values to the Animator to affect transitions.

Use SetFloat in a script to send float values to the Animator in order to activate transitions. In the Animator, define what values affect how certain animations transition. This is useful in various situations, especially in animation cycles such as movement animations where you might require the character to walk or run depending on the button pressure applied.

//The code below shows how to send the horizontal value of the controller or keys to the Animator.
//You must assign the same parameter name in the Animator as you set in SetFloat, in this case “horizontalSpeed”. You must also handle the transition conditions in the Animator, to tell which values should cause each transition.
//For example, the walking animation triggers when the horizontal value is above 0, and the running animation triggers when the horizontal value reaches past 0.5. Assigning animations to states are also done in the Animator.

using UnityEngine;

public class Example : MonoBehaviour { Animator m_Animator; float m_HorizontalMovement;

void Start() { //Get the animator, which you attach to the GameObject you are intending to animate. m_Animator = gameObject.GetComponent<Animator>(); }

void Update() { //Translate the left and right button presses or the horizontal joystick movements to a float m_HorizontalMovement = Input.GetAxis("Horizontal"); //Sends the value from the horizontal axis input to the animator. Change the settings in the //Animator to define when the character is walking or running m_Animator.SetFloat("horizontalSpeed", m_HorizontalMovement); } }



Above is an example setup of the Animator for accepting floats.

Did you find this page useful? Please give it a rating: