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Animator Controllers – Cat Guide

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Animator Controllers

Handles the states and transition of the animations to the game

Parameters – These are the conditions used for the animation transitions that switch them on and off.  

These parameters can be Float, Int, Bool, Trigger. Float and Int hold numbers but only Float can read decimals. While Bool and trigger has an on and off button, the difference is bool is handling the state for a long time(Example. Holding a gun) while the trigger only holds for a short period(example. Recoil of the gun, bouncing of the ball)

How to create states:

  1. You may drag the animation from the project window to the animator window to insert the animation into a state panel


  1. You may click on the animation that you wanted to insert in the project window then right click on the animator window then click the “From selected clip” on the create state option.


  1. Make the animation in the animation window and it will be shown in the layers of the animator window.

Set as default – This is the first state that will be played on the animation.

You may set your default state by right-clicking on the state you wanted to be default and choose “Set as Layer Default State”.

Properties of the animation state:

Speed – refers to the adjustment of speed of the animation.(1 is normal speed)

Motion – refers to the referenced animation file from the project window

Foot IK(Foot Inverse Kinematics) – adds friction to the animation so the animation would not slip

Mirror – Inverts the look of the asset from left to right and vise versa

Making Transitions: This allows the animator controller to go from one animation state to another


  1. Right-click on the state you wanted to start a transition then click on make the transition. Then click on a new state you wanted to have the next animation transition.

Transition Properties: 


Solo – Mutes the other transitions that are not ticked as solo 

Mute – Disables the Transition

** These are only used for debugging purposes. Never leave these options “on” if you are pushing to our repositories.


Atomic property – This will make the animation state uninterruptable to other animations


Timeline – you may adjust the transition of the animation for when the initial animation ends and the next animation starts. The scale is represented as seconds and frames.


Conditions– This is the property that handles the situations of the states whenever they will be on or off


Here’s an output side by side with the animator and the game itself with the transitions. (This UI is from Cityhacks Reading UI pop up)

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