Animancer.dll Assembly

Class Types

Class Summary
ActionState A Animancer.Examples.StateMachines.CharacterState which plays an animation then returns to idle.
AirborneState A Animancer.Examples.AnimatorControllers.GameKit.CharacterState which plays an "airborne" animation.
AnimancerComponent The main component through which other scripts can interact with Animancer. It allows you to play animations on an UnityEngine.Animator without using a UnityEngine.RuntimeAnimatorController.
AnimancerComponentEditor [Editor-Only] A custom Inspector for Animancer.AnimancerComponents.
AnimancerEditorUtilities [Editor-Only] Various utilities used throughout Animancer.
AnimancerEditorUtilities.DummyAnimancerComponent [Editor-Only] An Animancer.IAnimancerComponent which is not actually a UnityEngine.Component.
AnimancerEditorUtilities.WebsiteExistenceChecker A utility for checking if websites exist.
AnimancerEvent.Sequence A variable-size list of Animancer.AnimancerEvents which keeps itself sorted according to their Animancer.AnimancerEvent.normalizedTime.
AnimancerEvent.Sequence.Serializable An Animancer.AnimancerEvent.Sequence that can be serialized and uses UnityEngine.Events.UnityEvents to define the Animancer.AnimancerEvent.callbacks.
AnimancerGraphControls [Editor-Only] Draws manual controls for the Animancer.AnimancerPlayable.Graph.
AnimancerGUI [Editor-Only] Various GUI utilities used throughout Animancer.
AnimancerJob<T> [Pro-Only] A base class that allows Animation Jobs to be easily inserted into an Animancer graph.
AnimancerLayer A layer on which animations can play with their states managed independantly of other layers while blending the output with those layers.
AnimancerLayerDrawer [Editor-Only] A custom Inspector for an Animancer.AnimancerLayer which sorts and exposes some of its internal values.
AnimancerNode Base class for Animancer.AnimancerNode.Playable wrapper objects in an Animancer.AnimancerPlayable.
AnimancerNodeDrawer<T> [Editor-Only] Draws the Inspector GUI for an Animancer.AnimancerNode.
AnimancerPlayable A UnityEngine.Playables.PlayableBehaviour which can be used as a substitute for the UnityEngine.RuntimeAnimatorController normally used to control an UnityEngine.Animator.
AnimancerPlayable.LayerList A list of Animancer.AnimancerLayers with methods to control their mixing and masking.
AnimancerPlayable.StateDictionary A dictionary of Animancer.AnimancerStates mapped to their Animancer.AnimancerState.Key.
AnimancerPlayableDrawer [Editor-Only] Draws the Inspector GUI for an Animancer.IAnimancerComponent.Playable.
AnimancerReadMe [Editor-Only] A welcome screen for Animancer.
AnimancerSettings [Editor-Only] Persistent settings used by Animancer.
AnimancerSettings.Editor A custom Inspector for Animancer.Editor.AnimancerSettings.
AnimancerSettings.Group Base class for groups of fields that can be serialized inside Animancer.Editor.AnimancerSettings.
AnimancerState Base class for all states in an Animancer.AnimancerPlayable graph which manages one or more UnityEngine.Playables.Playables.
AnimancerState.DelayedPause Uses Animancer.AnimancerPlayable.RequirePostUpdate(Animancer.IUpdatable) to pause a Animancer.AnimancerNode._Playable.
AnimancerState.EventDispatcher An Animancer.IUpdatable which triggers events in an Animancer.AnimancerEvent.Sequence.
AnimancerStateDrawer<T> [Editor-Only] Draws the Inspector GUI for an Animancer.AnimancerState.
AnimancerToolsWindow [Editor-Only] [Pro-Only] An UnityEditor.EditorWindow with various utilities for managing sprites and generating animations.
AnimancerToolsWindow.Tool [Editor-Only] [Pro-Only] Base class for tools in the Animancer.Editor.Tools.AnimancerToolsWindow.
AnimancerTransition<TState> A serializable Animancer.ITransition which can create a particular type of Animancer.AnimancerState when passed into Animancer.AnimancerPlayable.Play(Animancer.ITransition).
AnimancerTransitionAsset A UnityEngine.ScriptableObject based Animancer.ITransition.
AnimancerTransitionAsset<TTransition> A UnityEngine.ScriptableObject based Animancer.ITransition.
AnimancerTransitionAssetBase A UnityEngine.ScriptableObject based Animancer.ITransition.
AnimancerTransitionAssetBase.UnShared An Animancer.AnimancerTransitionAsset`1 wrapper which stores its own Animancer.AnimancerTransitionAssetBase.UnShared`1.BaseState and Animancer.AnimancerTransitionAssetBase.UnShared`1.Events to allow multiple objects to reference the same transition asset without interfering with each other.
AnimancerTransitionAssetBase.UnShared<TAsset, TTransition, TState> An Animancer.AnimancerTransitionAsset`1 wrapper which stores its own Animancer.AnimancerTransitionAssetBase.UnShared`1.BaseState and Animancer.AnimancerTransitionAssetBase.UnShared`1.Events to allow multiple objects to reference the same transition asset without interfering with each other.
AnimancerTransitionAssetBase.UnShared<TAsset> An Animancer.AnimancerTransitionAsset`1 wrapper which stores its own Animancer.AnimancerTransitionAssetBase.UnShared`1.BaseState and Animancer.AnimancerTransitionAssetBase.UnShared`1.Events to allow multiple objects to reference the same transition asset without interfering with each other.
AnimancerTransitionAssetBase.UnSharedTransitionDrawer [Editor-Only] A UnityEditor.PropertyDrawer for Animancer.AnimancerTransitionAssetBase.UnShared`1.
AnimancerUtilities Various extension methods and utilities.
AnimatedBool [Pro-Only] A wrapper which allows access to the value of bool properties that are controlled by animations.
AnimatedFloat [Pro-Only] A wrapper which allows access to the value of float properties that are controlled by animations.
AnimatedInt [Pro-Only] A wrapper which allows access to the value of int properties that are controlled by animations.
AnimatedProperty<TJob, TValue> [Pro-Only] A base wrapper which allows access to the value of properties that are controlled by animations.
AnimationBindings [Editor-Only] Various utility functions relating to the properties animated by an UnityEngine.AnimationClip.
AnimationBindings.BindingData A collection of data about the properties on a UnityEngine.GameObject and its children which can be animated and the relationships between those properties and the properties that individual UnityEngine.AnimationClips are trying to animate.
AnimationClipEditor [Editor-Only] [Pro-Only] A custom Inspector for UnityEngine.AnimationClips
AnimationGatherer [Editor-Only] A system that procedurally gathers animations throughout the hierarchy without needing explicit references.
AnimationModifierTool [Editor-Only] [Pro-Only] A base Animancer.Editor.Tools.AnimancerToolsWindow.Tool for modifying UnityEngine.AnimationClips.
Animations A central location for cached Animator Controller hashes.
AnimationSpeedAttribute [Editor-Conditional] Applies a different GUI for an animation speed field.
AnimationTimeAttribute [Editor-Conditional] Causes a float field to display using 3 fields: Normalized, Seconds, and Frames.
AnimationTimeAttribute.Settings [Editor-Only] Options to determine how Animancer.Units.AnimationTimeAttribute displays.
AttackState A Animancer.Examples.StateMachines.CharacterState which can perform Animancer.Examples.StateMachines.Weapon.AttackAnimations in sequence.
AttackState A Animancer.Examples.AnimatorControllers.GameKit.CharacterState which plays a series of "attack" animations.
AttributeCache<TAttribute> [Editor-Only] A cache to optimize repeated attribute access.
BaseAnimancerComponentEditor [Editor-Only] A custom Inspector for Animancer.IAnimancerComponents.
BasicCharacterAnimations Combines Animancer.Examples.Basics.BasicMovementAnimations and Animancer.Examples.Basics.PlayTransitionOnClick into one script.
BasicCharacterBrain Uses player input to control a Animancer.Examples.StateMachines.Character.
BasicMovementAnimations Plays a movement animation while the user holds W or Up Arrow. Otherwise plays an idle animation.
BoolPref [Editor-Only] A simple wrapper around UnityEditor.EditorPrefs to get and set a bool.

If you are interested in a more comprehensive pref wrapper that supports more types, you should check out Inspector Gadgets - Auto Prefs.
CartesianMixerState [Pro-Only] An Animancer.AnimancerState which blends an array of other states together based on a two dimensional parameter and thresholds using Gradient Band Interpolation.
Character A centralised group of references to the common parts of a character and a state machine for their actions.
Character A centralised group of references to the common parts of a character and a state machine for their actions.
CharacterMovement The stats and logic for moving a Animancer.Examples.AnimatorControllers.GameKit.Character.
CharacterParameters The parameters that control a Animancer.Examples.AnimatorControllers.GameKit.Character.
CharacterParameters The parameters that control a Animancer.Examples.StateMachines.Character.
CharacterSelector A simple system for selecting characters.
CharacterState A state for a Animancer.Examples.StateMachines.CharacterState.Character.
CharacterState Base class for the various states a Brains.Character can be in and actions they can perform.
CharacterState.StateMachine A Animancer.FSM.StateMachine`1 with a Animancer.FSM.StateMachine`1.WithDefault.DefaultState.
CharacterState.StateMachine A Animancer.FSM.StateMachine`1 with a Animancer.FSM.StateMachine`1.WithDefault.DefaultState.
ClickToInteract Attempts to interact with whatever Animancer.Examples.FineControl.IInteractable the cursor is pointing at when the user clicks the mouse.
ClipState An Animancer.AnimancerState which plays an UnityEngine.AnimationClip.
ClipState.Drawer [Editor-Only] Draws the Inspector GUI for an Animancer.AnimancerState.
ClipTransition A serializable Animancer.ITransition which can create a particular type of Animancer.AnimancerState when passed into Animancer.AnimancerPlayable.Play(Animancer.ITransition).
ClipTransition.Drawer [Editor-Only] Draws the Inspector GUI for an Animancer.ITransitionDetailed.
ClipTransitionAsset A UnityEngine.ScriptableObject based Animancer.ITransition.
ClipTransitionAsset.UnShared An Animancer.AnimancerTransitionAsset`1 wrapper which stores its own Animancer.AnimancerTransitionAssetBase.UnShared`1.BaseState and Animancer.AnimancerTransitionAssetBase.UnShared`1.Events to allow multiple objects to reference the same transition asset without interfering with each other.
ClipTransitionSequence A group of Animancer.ClipTransitions which play one after the other.
CompactUnitConversionCache [Editor-Only] A system for formatting floats as strings that fit into a limited area and storing the results so they can be reused to minimise the need for garbage collection, particularly for string construction.
ControllerState [Pro-Only] An Animancer.AnimancerState which plays a UnityEngine.RuntimeAnimatorController.
ControllerState.DampedFloatParameter A wrapper for UnityEngine.Mathf.SmoothDamp(System.Single,System.Single,System.Single@,System.Single,System.Single,System.Single) to control float parameters in Animancer.ControllerStates similar to UnityEngine.Animator.SetFloat(System.Int32,System.Single,System.Single,System.Single).
ControllerState.Drawer [Editor-Only] Draws the Inspector GUI for an Animancer.AnimancerState.
ControllerTransition A serializable Animancer.ITransition which can create a particular type of Animancer.AnimancerState when passed into Animancer.AnimancerPlayable.Play(Animancer.ITransition).
ControllerTransition.Drawer [Editor-Only] Draws the Inspector GUI for an Animancer.ITransitionDetailed.
ControllerTransition<TState> A serializable Animancer.ITransition which can create a particular type of Animancer.AnimancerState when passed into Animancer.AnimancerPlayable.Play(Animancer.ITransition).
ControllerTransitionAsset A UnityEngine.ScriptableObject based Animancer.ITransition.
ControllerTransitionAsset.UnShared An Animancer.AnimancerTransitionAsset`1 wrapper which stores its own Animancer.AnimancerTransitionAssetBase.UnShared`1.BaseState and Animancer.AnimancerTransitionAssetBase.UnShared`1.Events to allow multiple objects to reference the same transition asset without interfering with each other.
ConversionCache<TKey, TValue> [Editor-Only] A simple system for converting objects and storing the results so they can be reused to minimise the need for garbage collection, particularly for string construction.
CustomFade [Pro-Only] A system which fades animation weights animations using a custom calculation rather than linear interpolation.
Damping An example of how to use Animation Jobs in Animancer to apply physics based damping to certain bones.
DefaultFadeValueAttribute [Editor-Conditional] A Animancer.DefaultValueAttribute which uses the Animancer.AnimancerPlayable.DefaultFadeDuration and 0.
DefaultValueAttribute [Editor-Conditional] Specifies the default value of a field and a secondary fallback.
DegreesAttribute [Editor-Conditional] Angle measured in degrees (º).
DegreesPerSecondAttribute [Editor-Conditional] Rotational speed measured in degrees per second (º/s).
DelegateState An Animancer.FSM.IState that uses delegates to define its behaviour.
DieState A Animancer.Examples.AnimatorControllers.GameKit.CharacterState which plays a "dying" animation.
DirectionalAnimationSet A set of up/right/down/left animations.
DirectionalAnimationSet8 A set of up/right/down/left animations with diagonals as well.
DirectionalAnimationSet8.Diagonals Constants for each of the diagonal directions.
DirectionalBasics Animates a character to either stand idle or walk using animations defined in Animancer.DirectionalAnimationSets.
DirectionalCharacter A more complex version of the Animancer.Examples.DirectionalSprites.DirectionalBasics which adds running and pushing animations as well as the ability to actually move around.
DirectionalClipTransition A Animancer.ClipTransition which gets its clip from a Animancer.DirectionalAnimationSet.
DirectionalClipTransition.Drawer [Editor-Only] Draws the Inspector GUI for an Animancer.ITransitionDetailed.
DirectionalMixerState [Pro-Only] An Animancer.AnimancerState which blends an array of other states together based on a two dimensional parameter and thresholds using Polar Gradient Band Interpolation.
DontAllowFade An Animancer.IUpdatable that cancels any fades and logs warnings when they occur.
Door An Animancer.Examples.FineControl.IInteractable door which toggles between open and closed when something interacts with it.
DrawAfterEventsAttribute [Editor-Conditional] Causes an Inspector field in an Animancer.ITransition to be drawn after its events where the events would normally be drawn last.
DynamicLayeredCharacterAnimations Demonstrates how to use layers to play multiple animations at once on different body parts.
DynamicUpdateRate Demonstrates how to save some performance by updating Animancer at a lower frequency when the character is far away from the camera.
Easing A set of common easing functions.
Easing.Back Functions based on equations which go out of bounds then come back.
Easing.Bounce Functions based on equations with sharp bounces.
Easing.Circular Functions based on circular equations.
Easing.Cubic Functions based on cubic equations (x^3).
Easing.Elastic Functions based on equations with soft bounces.
Easing.Exponential Functions based on exponential equations (2^(10(x))).
Easing.Quadratic Functions based on quadratic equations (x^2).
Easing.Quartic Functions based on quartic equations (x^4).
Easing.Quintic Functions based on quintic equations (x^5).
Easing.Sine Functions based on sinusoidal equations.
Equipment Manages the items equipped by a Animancer.Examples.StateMachines.Character.
EquipState A Animancer.Examples.StateMachines.CharacterState which managed the currently equipped Animancer.Examples.StateMachines.EquipState.CurrentWeapon.
EventNamesAttribute [Editor-Conditional] Specifies a set of acceptable names for Animancer.AnimancerEvents so they can be displayed using a dropdown menu instead of a text field.
EventSequenceDrawer [Editor-Only] Draws the Inspector GUI for a Animancer.AnimancerEvent.Sequence.
EventUtilities Various utility delegates which can be assigned to Animancer Events.
ExampleInput
ExitEvent [Pro-Only] A callback for when an Animancer.AnimancerNode.EffectiveWeight becomes 0.
ExposedPropertyTable Sets a UnityEngine.Playables.PlayableDirector as Animancer's UnityEngine.IExposedPropertyTable.
FastComparer An System.Collections.Generic.IEqualityComparer`1 which ignores overloaded equality operators so it is faster than System.Collections.Generic.EqualityComparer`1.Default for types derived from UnityEngine.Object.
FastReferenceComparer An System.Collections.Generic.IEqualityComparer`1 which uses System.Object.ReferenceEquals(System.Object,System.Object) to be even faster than Animancer.FastComparer. Unfortunately this means it will not work for boxed value types (such as enums).
FlinchState A Animancer.Examples.StateMachines.CharacterState which activates itself when the character takes damage.
FlinchState A Animancer.Examples.AnimatorControllers.GameKit.CharacterState which plays a "getting hit" animation.
Float1ControllerState [Pro-Only] A Animancer.ControllerState which manages one float parameter.
Float1ControllerTransition A serializable Animancer.ITransition which can create a particular type of Animancer.AnimancerState when passed into Animancer.AnimancerPlayable.Play(Animancer.ITransition).
Float1ControllerTransition.Drawer [Editor-Only] Draws the Inspector GUI for an Animancer.ITransitionDetailed.
Float1ControllerTransitionAsset A UnityEngine.ScriptableObject based Animancer.ITransition.
Float1ControllerTransitionAsset.UnShared An Animancer.AnimancerTransitionAsset`1 wrapper which stores its own Animancer.AnimancerTransitionAssetBase.UnShared`1.BaseState and Animancer.AnimancerTransitionAssetBase.UnShared`1.Events to allow multiple objects to reference the same transition asset without interfering with each other.
Float2ControllerState [Pro-Only] A Animancer.ControllerState which manages two float parameters.
Float2ControllerTransition A serializable Animancer.ITransition which can create a particular type of Animancer.AnimancerState when passed into Animancer.AnimancerPlayable.Play(Animancer.ITransition).
Float2ControllerTransition.Drawer [Editor-Only] Draws the Inspector GUI for an Animancer.ITransitionDetailed.
Float2ControllerTransitionAsset A UnityEngine.ScriptableObject based Animancer.ITransition.
Float2ControllerTransitionAsset.UnShared An Animancer.AnimancerTransitionAsset`1 wrapper which stores its own Animancer.AnimancerTransitionAssetBase.UnShared`1.BaseState and Animancer.AnimancerTransitionAssetBase.UnShared`1.Events to allow multiple objects to reference the same transition asset without interfering with each other.
Float3ControllerState [Pro-Only] A Animancer.ControllerState which manages three float parameters.
Float3ControllerTransition A serializable Animancer.ITransition which can create a particular type of Animancer.AnimancerState when passed into Animancer.AnimancerPlayable.Play(Animancer.ITransition).
Float3ControllerTransition.Drawer [Editor-Only] Draws the Inspector GUI for an Animancer.ITransitionDetailed.
Float3ControllerTransitionAsset A UnityEngine.ScriptableObject based Animancer.ITransition.
Float3ControllerTransitionAsset.UnShared An Animancer.AnimancerTransitionAsset`1 wrapper which stores its own Animancer.AnimancerTransitionAssetBase.UnShared`1.BaseState and Animancer.AnimancerTransitionAssetBase.UnShared`1.Events to allow multiple objects to reference the same transition asset without interfering with each other.
FootstepEvents Uses Animancer Events to play a sound randomly selected from an array.
FootstepEventsAnimation A variation of the base Animancer.Examples.Events.FootstepEvents which responds to Animation Events called "Footstep" by playing a sound randomly selected from an array, using the Int Parameter of the event as the index to determine which foot to play the sound on. 0 is the Left Foot and 1 is the Right Foot.
GameKitCharacterBrain A brain which controls the character using keyboard input.
GenerateSpriteAnimationsTool [Editor-Only] [Pro-Only] A Animancer.Editor.Tools.SpriteModifierTool for generating UnityEngine.AnimationClips from UnityEngine.Sprites.
Golfer Manages a character with the ability to hit a golf ball.
HealthPool Manages a character's health and damage received.
HybridAnimancerComponent [Pro-Only] A Animancer.NamedAnimancerComponent which plays a main UnityEngine.RuntimeAnimatorController with the ability to play other individual UnityEngine.AnimationClips separately.
HybridAnimancerComponentExtensions Extension methods for Animancer.HybridAnimancerComponent.
HybridBasics Demonstrates how to play Animator Controllers alongside Animancer.
HybridIdleState A Animancer.Examples.StateMachines.CharacterState which plays an animation.
HybridMoveState A Animancer.Examples.StateMachines.CharacterState which moves the character according to their Animancer.Examples.StateMachines.CharacterParameters.MovementDirection.
IdleState A Animancer.Examples.AnimatorControllers.GameKit.CharacterState which keeps the character standing still and occasionally plays alternate animations if it remains active for long enough.
IdleState A Animancer.Examples.StateMachines.CharacterState which plays an animation.
IKPuppet Demonstrates how to use Unity's Inverse Kinematics (IK) system to move a character's limbs.
IKPuppetLookTarget An object for a character to look at using Inverse Kinematics (IK).
IKPuppetTarget An object for one of a character's limbs to aim at using Inverse Kinematics (IK).
Key Stores the index of an object in a Animancer.Key.KeyedList`1.
Key.KeyedList<T> A System.Collections.Generic.List`1 which can remove items without needing to search the entire collection.
LandingState A Animancer.Examples.AnimatorControllers.GameKit.CharacterState which plays a "landing on the ground" animation.
LayeredAnimationManager Demonstrates how to use layers to play multiple animations at once on different body parts.
LayeredCharacterAnimations Demonstrates how to use layers to play multiple animations at once on different body parts.
LazyStack<T> A simple stack implementation that tracks an active index without actually adding or removing objects.
LinearBlendTreeLocomotion An example of how you can wrap a UnityEngine.RuntimeAnimatorController containing a single blend tree in a Animancer.Float1ControllerState to easily control its parameter.
LinearMixerLocomotion An example of how you can use a Animancer.LinearMixerState to mix a set of animations based on a Animancer.Examples.Locomotion.LinearMixerLocomotion.Speed parameter.
LinearMixerState [Pro-Only] An Animancer.AnimancerState which blends an array of other states together using linear interpolation between the specified thresholds.
LinearMixerState.Drawer [Editor-Only] Draws the Inspector GUI for an Animancer.AnimancerState.
LinearMixerTransition A serializable Animancer.ITransition which can create a particular type of Animancer.AnimancerState when passed into Animancer.AnimancerPlayable.Play(Animancer.ITransition).
LinearMixerTransition.Drawer [Editor-Only] Draws the Inspector GUI for a Transition<TMixer, TParameter>.
LinearMixerTransitionAsset A UnityEngine.ScriptableObject based Animancer.ITransition.
LinearMixerTransitionAsset.UnShared An Animancer.AnimancerTransitionAsset`1 wrapper which stores its own Animancer.AnimancerTransitionAssetBase.UnShared`1.BaseState and Animancer.AnimancerTransitionAssetBase.UnShared`1.Events to allow multiple objects to reference the same transition asset without interfering with each other.
LocomotionState A Animancer.Examples.AnimatorControllers.GameKit.CharacterState which moves the character according to their CharacterBrain.Movement.
LoopAnimationTool [Editor-Only] [Pro-Only] A Animancer.Editor.Tools.AnimancerToolsWindow.Tool for ensuring that the last keyframe of an animation matches the first.
LowUpdateRate Demonstrates how to save some performance by updating Animancer less often.
ManualMixerState [Pro-Only] An Animancer.AnimancerState which blends multiple child states by allowing you to control their Animancer.AnimancerNode.Weight manually.
ManualMixerState.Drawer<T> [Editor-Only] Draws the Inspector GUI for an Animancer.AnimancerState.
ManualMixerTransition A serializable Animancer.ITransition which can create a particular type of Animancer.AnimancerState when passed into Animancer.AnimancerPlayable.Play(Animancer.ITransition).
ManualMixerTransition.Drawer [Editor-Only] Draws the Inspector GUI for an Animancer.ITransitionDetailed.
ManualMixerTransition<TMixer> A serializable Animancer.ITransition which can create a particular type of Animancer.AnimancerState when passed into Animancer.AnimancerPlayable.Play(Animancer.ITransition).
ManualMixerTransitionAsset A UnityEngine.ScriptableObject based Animancer.ITransition.
ManualMixerTransitionAsset.UnShared An Animancer.AnimancerTransitionAsset`1 wrapper which stores its own Animancer.AnimancerTransitionAssetBase.UnShared`1.BaseState and Animancer.AnimancerTransitionAssetBase.UnShared`1.Events to allow multiple objects to reference the same transition asset without interfering with each other.
MetersAttribute [Editor-Conditional] Distance measured in meters (m).
MetersPerSecondAttribute [Editor-Conditional] Speed measured in meters per second (m/s).
MetersPerSecondPerSecondAttribute [Editor-Conditional] Acceleration measured in meters per second per second (m/s²).
MixerParameterTween<TParameter> A system which interpolates a Animancer.MixerState`1.Parameter over time.
MixerParameterTweenFloat A Animancer.MixerParameterTween`1 which uses UnityEngine.Mathf.LerpUnclamped(System.Single,System.Single,System.Single).
MixerParameterTweenVector2 A Animancer.MixerParameterTween`1 which uses UnityEngine.Vector2.LerpUnclamped(UnityEngine.Vector2,UnityEngine.Vector2,System.Single).
MixerState<TParameter> [Pro-Only] Base class for mixers which blend an array of child states together based on a Animancer.MixerState`1.Parameter.
MixerTransition<TMixer, TParameter> A serializable Animancer.ITransition which can create a particular type of Animancer.AnimancerState when passed into Animancer.AnimancerPlayable.Play(Animancer.ITransition).
MixerTransition2D A serializable Animancer.ITransition which can create a particular type of Animancer.AnimancerState when passed into Animancer.AnimancerPlayable.Play(Animancer.ITransition).
MixerTransition2D.Drawer [Editor-Only] Draws the Inspector GUI for a Transition<TMixer, TParameter>.
MixerTransition2DAsset A UnityEngine.ScriptableObject based Animancer.ITransition.
MixerTransition2DAsset.UnShared An Animancer.AnimancerTransitionAsset`1 wrapper which stores its own Animancer.AnimancerTransitionAssetBase.UnShared`1.BaseState and Animancer.AnimancerTransitionAssetBase.UnShared`1.Events to allow multiple objects to reference the same transition asset without interfering with each other.
MixerTransitionDrawer [Editor-Only] Draws the Inspector GUI for a Transition<TMixer, TParameter>.
ModifyAnimationSpeedTool [Editor-Only] [Pro-Only] An Animancer.Editor.Tools.AnimationModifierTool for re-scaling the speed of UnityEngine.AnimationClips.
ModifySpritesTool [Editor-Only] [Pro-Only] A Animancer.Editor.Tools.SpriteModifierTool for modifying UnityEngine.Sprite detauls.
MouseDrag Allows the user to drag any object with a collider around on screen with the mouse.
MoveState A Animancer.Examples.StateMachines.CharacterState which moves the character according to their Animancer.Examples.StateMachines.CharacterParameters.MovementDirection.
MovingCharacterBrain Uses player input to control a Animancer.Examples.StateMachines.Character.
MultiplierAttribute [Editor-Conditional] A multiplier displayed with an x suffix.
NamedAnimancerComponent An Animancer.AnimancerComponent which uses the UnityEngine.Object.names of UnityEngine.AnimationClips so they can be referenced using strings as well as the clips themselves.
NamedAnimancerComponentEditor [Editor-Only] A custom Inspector for Animancer.NamedAnimancerComponents.
NamedAnimations Demonstrates how to use a Animancer.NamedAnimancerComponent to play animations by name.
ObjectPool Convenience methods for accessing Animancer.ObjectPool`1.
ObjectPool.Disposable Convenience wrappers for Animancer.ObjectPool`1.Disposable.
ObjectPool<T> A simple object pooling system.
ObstacleTreadmill Spawns a bunch of obstacles and randomises them each time the target moves too far away.
OrbitControls Simple mouse controls for orbiting the camera around a focal point.
PackTexturesTool [Editor-Only] [Pro-Only] A Animancer.Editor.Tools.AnimancerToolsWindow.Tool for packing multiple UnityEngine.Texture2Ds into a single image.
ParametizedAnimancerStateDrawer<T> [Editor-Only] Draws the Inspector GUI for an Animancer.AnimancerState.
PlayableAssetState [Pro-Only] An Animancer.AnimancerState which plays a UnityEngine.Playables.PlayableAsset.
PlayableAssetTransition A serializable Animancer.ITransition which can create a particular type of Animancer.AnimancerState when passed into Animancer.AnimancerPlayable.Play(Animancer.ITransition).
PlayableAssetTransition.Drawer [Editor-Only] Draws the Inspector GUI for an Animancer.ITransitionDetailed.
PlayableAssetTransitionAsset A UnityEngine.ScriptableObject based Animancer.ITransition.
PlayableAssetTransitionAsset.UnShared An Animancer.AnimancerTransitionAsset`1 wrapper which stores its own Animancer.AnimancerTransitionAssetBase.UnShared`1.BaseState and Animancer.AnimancerTransitionAssetBase.UnShared`1.Events to allow multiple objects to reference the same transition asset without interfering with each other.
PlayAnimationOnClick Starts with an idle animation and performs an action when the user clicks the mouse, then returns to idle.
PlayAnimationOnEnable Plays an animation to demonstrate the basic usage of Animancer.
PlayTransitionOnClick This script is basically the same as Animancer.Examples.Basics.PlayAnimationOnClick, except that it uses Transitions.
PolymorphicAttribute The attributed field will be drawn by a Animancer.Editor.PolymorphicDrawer.
PolymorphicDrawer [Editor-Only] A UnityEditor.PropertyDrawer for Animancer.IPolymorphic and Animancer.PolymorphicAttribute.
RaycastFootIK Demonstrates how to use Unity's Inverse Kinematics (IK) system to adjust a character's feet according to the terrain they are moving over.
ReadMe [Editor-Only] A welcome screen for an asset.
ReadMe.Editor [Editor-Only] A custom Inspector for Animancer.Editor.ReadMe.
ReadMe.Editor.Styles Various UnityEngine.GUIStyles used by the Animancer.Editor.ReadMe.Editor.
ReadMe.LinkSection A heading with a link to be displayed in the Inspector.
RedirectRootMotion A component which takes the root motion from an UnityEngine.Animator and applies it to a different object.
RedirectRootMotion<T>
RedirectRootMotionToCharacterController A component which takes the root motion from an UnityEngine.Animator and applies it to a UnityEngine.CharacterController.
RedirectRootMotionToRigidbody A component which takes the root motion from an UnityEngine.Animator and applies it to a UnityEngine.Rigidbody.
RedirectRootMotionToTransform A component which takes the root motion from an UnityEngine.Animator and applies it to a UnityEngine.Transform.
RemapAnimationBindingsTool [Editor-Only] [Pro-Only] A Animancer.Editor.Tools.AnimancerToolsWindow.Tool for changing which bones an UnityEngine.AnimationClips controls.
RemapSpriteAnimationTool [Editor-Only] [Pro-Only] An Animancer.Editor.Tools.AnimationModifierTool for changing which UnityEngine.Sprites an UnityEngine.AnimationClip uses.
RenameSpritesTool [Editor-Only] [Pro-Only] A Animancer.Editor.Tools.SpriteModifierTool for bulk-renaming UnityEngine.Sprites.
RespawnState A Animancer.Examples.AnimatorControllers.GameKit.CharacterState which teleports back to the starting position, plays an animation then returns to the Character.Idle state.
ReverseComparer<T> An System.Collections.Generic.IComparer`1 which reverses the default comparison.
RootMotion Demonstrates how you can use Root Motion for some animations but not others.
RootMotion.MotionTransition A Animancer.ClipTransition with an Animancer.Examples.Locomotion.RootMotion.MotionTransition._ApplyRootMotion toggle.
RootMotionRedirect Takes the root motion from the UnityEngine.Animator attached to the same UnityEngine.GameObject and applies it to a UnityEngine.Rigidbody on a different object.
ScreenBoundsTeleporter A simple trigger that teleports anything exiting it over to the left.
ScriptableObjectEditor [Editor-Only] A custom Inspector for UnityEngine.ScriptableObjects which adds a message explaining that changes in play mode will persist.
SecondsAttribute [Editor-Conditional] Time measured in seconds (s).
SelfDrawerAttribute [Editor-Conditional] A UnityEngine.PropertyAttribute which draws itself rather than needing a separate UnityEditor.PropertyDrawer.
SelfDrawerDrawer [Editor-Only] Draws the GUI for a Animancer.SelfDrawerAttribute field.
SerializableEventSequenceDrawer [Editor-Only] Draws the Inspector GUI for a Animancer.AnimancerEvent.Sequence.Serializable.
SerializableEventSequenceDrawer.Context Details of an Animancer.AnimancerEvent.Sequence.Serializable.
Serialization [Editor-Only] Various serialization utilities.
Serialization.CollectionPropertyAccessor [Editor-Only] A Animancer.Editor.Serialization.PropertyAccessor for a specific element index in a collection.
Serialization.ObjectReference [Editor-Only] Directly serializing an UnityEngine.Object reference doesn't always work (such as with scene objects when entering Play Mode), so this class also serializes their instance ID and uses that if the direct reference fails.
Serialization.PropertyAccessor [Editor-Only] A wrapper for accessing the underlying values and fields of a UnityEditor.SerializedProperty.
Serialization.PropertyReference [Editor-Only] A serializable reference to a UnityEditor.SerializedProperty.
SerializedArrayProperty [Editor-Only] A wrapper around a UnityEditor.SerializedProperty representing an array field.
SimpleLean A wrapper that manages an Animation Job (the Animancer.Examples.Jobs.SimpleLean.Job struct nested inside this class) which rotates a set of bones to allow the character to dynamically lean over independantly of their animations.
SimpleLeanComponent An example component that demonstrates how to use Animancer.Examples.Jobs.SimpleLean.
SoloAnimation Plays a single UnityEngine.AnimationClip.
SoloAnimationEditor [Editor-Only] A custom Inspector for Animancer.SoloAnimation.
SpiderBot Demonstrates how to play a single "Wake Up" animation forwards to wake up and backwards to go back to sleep.
SpiderBotController Controls a Animancer.Examples.FineControl.SpiderBot with a Animancer.MixerTransition2D and UnityEngine.Rigidbody to allow the bot to move around the scene in any direction.
SpriteDataEditor A wrapper around the '2D Sprite' package features for editing Sprite data.
SpriteEditor [Editor-Only] A custom Inspector for UnityEngine.Sprites which allows you to directly edit them instead of just showing their details like the default one does.
SpriteModifierTool [Editor-Only] [Pro-Only] A base Animancer.Editor.Tools.AnimancerToolsWindow.Tool for modifying UnityEngine.Sprites.
SpriteRendererTextureSwap Replaces the UnityEngine.SpriteRenderer.sprite with a copy of it that uses a different Animancer.SpriteRendererTextureSwap.Texture during every Animancer.SpriteRendererTextureSwap.LateUpdate.
State An empty Animancer.FSM.IState that implements all the required methods as virtual.
StateBehaviour Base class for UnityEngine.MonoBehaviour states to be used in a Animancer.FSM.StateMachine`1.
StateExtensions Various extension methods for Animancer.FSM.IState and Animancer.FSM.IOwnedState`1.
StateMachine<TKey, TState> A simple Finite State Machine system that registers each state with a particular key.
StateMachine<TKey, TState>.InputBuffer A simple system that can Animancer.FSM.StateMachine`1.InputBuffer`1.State a state then try to enter it every time Animancer.FSM.StateMachine`1.InputBuffer`1.Update(System.Single) is called until the Animancer.FSM.StateMachine`1.InputBuffer`1.TimeOut expires.
StateMachine<TKey, TState>.WithDefault A Animancer.FSM.StateMachine`2 with a Animancer.FSM.StateMachine`2.WithDefault.DefaultKey.
StateMachine<TState> A simple keyless Finite State Machine system.
StateMachine<TState>.InputBuffer A simple system that can Animancer.FSM.StateMachine`1.InputBuffer`1.State a state then try to enter it every time Animancer.FSM.StateMachine`1.InputBuffer`1.Update(System.Single) is called until the Animancer.FSM.StateMachine`1.InputBuffer`1.TimeOut expires.
StateMachine<TStateMachine> A simple system that can Animancer.FSM.StateMachine`1.InputBuffer`1.Buffer(`0,System.Single) a state then try to enter it every time Animancer.FSM.StateMachine`1.InputBuffer`1.Update(System.Single) is called until the Animancer.FSM.StateMachine`1.InputBuffer`1.TimeOut expires.
StateMachine<TState>.StateSelector A prioritised list of potential states for a Animancer.FSM.StateMachine`1 to enter.
StateMachine<TState>.WithDefault A Animancer.FSM.StateMachine`1 with a Animancer.FSM.StateMachine`1.WithDefault.DefaultState.
StateMachineUtilities [Editor-Only] Utilities used by the Animancer.FSM system.
Strings Various string constants used throughout Animancer.
Strings.DocsURLs URLs of various documentation pages.
Strings.Tooltips Tooltips for various fields.
ThresholdLabelAttribute [Editor-Conditional] Specifies a custom display label for the Thresholds column of a mixer transition.
TimelineGUI [Editor-Only] Draws a GUI box denoting a period of time.
TimeScale A simple Inspector slider to control UnityEngine.Time.timeScale.
TimeSynchronizationGroup A system for synchronizing the Animancer.AnimancerState.NormalizedTime of certain animations.
TimeSynchronizer<T> A system for synchronizing the Animancer.AnimancerState.NormalizedTime of certain animations.
TransformResetter Records the positions and rotations of a set of objects so they can be returned later on.
TransitionDrawer [Editor-Only] Draws the Inspector GUI for an Animancer.ITransitionDetailed.
TransitionDrawer.DrawerContext Details of an Animancer.ITransition.
TransitionPreviewWindow [Editor-Only] An UnityEditor.EditorWindow which allows the user to preview animation transitions separately from the rest of the scene in Edit Mode or Play Mode.
TransitionPreviewWindow.Scene Temporary scene management for the Animancer.Editor.TransitionPreviewWindow.
TwoBoneIK An example of how to use Animation Jobs in Animancer to apply simple two bone Inverse Kinematics, even to Generic Rigs which are not supported by Unity's inbuilt IK system.
UnitsAttribute [Editor-Conditional] Causes a float field to display a suffix to indicate what kind of units the value represents as well as displaying it as several different fields which convert the value between different units.
Validate Enforces various rules throughout the system, most of which are compiled out if UNITY_ASSERTIONS is not defined (by default, it is only defined in the Unity Editor and in Development Builds).
Weapon Holds various animations relating to the use of a weapon. In a real game, this class might have other details like damage, damage type, weapon category, etc. It could also inherit from a base Item class for things like weight, cost, and description.
WeaponsCharacterBrain Uses player input to control a Animancer.Examples.StateMachines.Character.

Delegate Types

Delegate Summary
Easing.RangedDelegate A variant of a System.Func`2 with a custom range instead of 0 to 1.

Enum Types

Enum Summary
AnimancerComponent.DisableAction An action to perform when disabling an Animancer.AnimancerComponent. See Animancer.AnimancerComponent.ActionOnDisable.
AnimancerGUI.SpacingMode Indicates where Animancer.Editor.AnimancerGUI.LayoutSingleLineRect(Animancer.Editor.AnimancerGUI.SpacingMode) should add the Animancer.Editor.AnimancerGUI.StandardSpacing.
AnimationBindings.MatchType A summary of the compatability between the properties animated by an UnityEngine.AnimationClip and the properties that actually exist on a particular UnityEngine.GameObject (and its children).
AnimationTimeAttribute.Units A unit of measurement used by the Animancer.Units.AnimationTimeAttribute.
AnimationType [Editor-Only] The general type of object an UnityEngine.AnimationClip can animate.
CharacterStatePriority Levels of importance for Animancer.Examples.StateMachines.CharacterStates.
ControllerState.ActionOnStop Determines what a layer does when Animancer.ControllerState.Stop is called.
DirectionalAnimationSet.Direction Up, Right, Down, or Left.
DirectionalAnimationSet8.Direction Up, Right, Down, Left, or their diagonals.
Easing.Function The name of an easing function.
FadeMode Determines how Animancer.AnimancerLayer.Play(Animancer.AnimancerState,System.Single,Animancer.FadeMode) works.
MenuFunctionState The possible states for a function in a UnityEditor.GenericMenu.
MixerTransition2D.MixerType A type of Animancer.ManualMixerState that can be created by a Animancer.MixerTransition2D.
OptionalWarning Bitwise flags used by Animancer.Validate.IsEnabled(Animancer.OptionalWarning) and Animancer.Validate.Disable(Animancer.OptionalWarning) to determine which warnings Animancer should give.

These warnings are all optional. Feel free to disable any of them if you understand the potential issues they are referring to.
Validate.Value A rule that defines which values are valid.

Interface Types

Interface Summary
ClipState.ITransition An Animancer.ITransition`1 that creates a Animancer.ClipState.
ControllerState.ITransition An Animancer.ITransition`1 that creates a Animancer.ControllerState.
Float1ControllerState.ITransition An Animancer.ITransition`1 that creates a Animancer.Float1ControllerState.
Float2ControllerState.ITransition An Animancer.ITransition`1 that creates a Animancer.Float2ControllerState.
Float3ControllerState.ITransition An Animancer.ITransition`1 that creates a Animancer.Float3ControllerState.
IAnimancerComponent Interface for components that manage an Animancer.AnimancerPlayable.
IAnimancerNodeDrawer [Editor-Only] Draws the Inspector GUI for an Animancer.AnimancerNode.
IAnimationClipCollection A variant of UnityEngine.IAnimationClipSource which uses a System.Collections.Generic.ICollection`1 instead of a System.Collections.Generic.List`1 so that it can take a System.Collections.Generic.HashSet`1 to efficiently avoid adding duplicates. Animancer.AnimancerUtilities contains various extension methods for this purpose.
ICharacterRoot Interface for components to indicate which UnityEngine.GameObject is the root of a character when Animancer.Editor.AnimancerEditorUtilities.FindRoot(UnityEngine.GameObject) is called.
ICopyable<T> Interface for objects that can be copied.
IHasEvents An object which has an Animancer.AnimancerEvent.Sequence.Serializable.
IHasKey Exposes a Animancer.IHasKey.Key object that can be used for dictionaries and hash sets.
IInteractable An object that can be interacted with.
IKeyedStateMachine<TKey> Interface for accessing Animancer.FSM.StateMachine`2 without the TState.
IMotion An object with an Animancer.IMotion.AverageAngularSpeed and Animancer.IMotion.AverageVelocity.
IOwnedState<TState> An Animancer.FSM.IState that knows which Animancer.FSM.StateMachine`1 it is used in.
IPlayableWrapper Interface for objects that manage a UnityEngine.Playables.Playable.
IPolymorphic An object that will be drawn by a Animancer.Editor.PolymorphicDrawer.
IPolymorphicReset An Animancer.IPolymorphic with a Animancer.IPolymorphicReset.Reset method.
IPrioritizable An object with a Animancer.FSM.IPrioritizable.Priority.
IState A state that can be used in a Animancer.FSM.StateMachine`1.
IStateMachine A simple keyless Finite State Machine system.
ITransition An object which can create an Animancer.AnimancerState and set its details.
ITransition<TState> An Animancer.ITransition which creates a specific type of Animancer.AnimancerState.
ITransitionDetailed An Animancer.ITransition with some additional details (mainly for the Unity Editor GUI).
ITransitionGUI [Editor-Only] An object that can draw custom GUI elements relating to transitions.
ITransitionWithEvents A combination of Animancer.ITransition and Animancer.IHasEvents.
IUpdatable [Pro-Only] An object that can be updated during Animancer's animation updates.
IWrapper An object which wraps a Animancer.IWrapper.WrappedObject object.
Key.IListItem An object with a Animancer.Key so it can be used in a Animancer.Key.KeyedList`1.
LinearMixerState.ITransition An Animancer.ITransition`1 that creates a Animancer.LinearMixerState.
ManualMixerState.ITransition An Animancer.ITransition`1 that creates a Animancer.ManualMixerState.
ManualMixerState.ITransition2D An Animancer.ITransition`1 that creates a Animancer.MixerState`1 for UnityEngine.Vector2.
PlayableAssetState.ITransition An Animancer.ITransition`1 that creates a Animancer.PlayableAssetState.

Struct Types

Struct Summary
AnimancerEvent A Animancer.AnimancerEvent.callback delegate paired with a Animancer.AnimancerEvent.normalizedTime to determine when to invoke it.
AnimatedBool.Job An UnityEngine.Animations.IAnimationJob which reads an array of bool values.
AnimatedFloat.Job An UnityEngine.Animations.IAnimationJob which reads an array of float values.
AnimatedInt.Job An UnityEngine.Animations.IAnimationJob which reads an array of int values.
ControllerState.ParameterID A wrapper for the name and hash of an UnityEngine.AnimatorControllerParameter.
DampingJob
FastEnumerator<T> An System.Collections.Generic.IEnumerator`1 for any System.Collections.Generic.IList`1 doesn't bother checking if the target has been modified. This gives it good performance but also makes it slightly less safe to use.
KeyChange<TKey> A static access point for the details of a key change in a Animancer.FSM.StateMachine`2.
ObjectPool<T>.Disposable An System.IDisposable to allow pooled objects to be acquired and released within using statements instead of needing to manually release everything.
SimpleLean.Job An UnityEngine.Animations.IAnimationJob that applies a lean effect to an UnityEngine.Animations.AnimationStream.
SimpleTimer A very simple timer system based on a System.Diagnostics.Stopwatch.
StateChange<TState> A static access point for the details of a state change in a Animancer.FSM.StateMachine`1.
TransitionPreviewDetails [Editor-Only] Details about the current preview used by Animancer.Editor.ITransitionGUI.OnPreviewSceneGUI(Animancer.Editor.TransitionPreviewDetails).
TwoBoneIKJob
TypeSelectionButton [Editor-Only] A button that allows the user to select an object type for a [UnityEngine.SerializeReference] field.