Performance: Animation parameters
Animation parameters affect how smoothly animations run and how much CPU/GPU work is needed during gameplay.
Jump into concepts and practice - no test required
if (speedChanged) animator.SetFloat("Speed", speed); if (jumpStateChanged) animator.SetBool("IsJumping", isJumping); if (attackTriggered) animator.SetTrigger("Attack");
animator.SetFloat("Speed", speed); animator.SetBool("IsJumping", isJumping); animator.SetBool("IsRunning", isRunning); animator.SetInteger("Health", health); animator.SetTrigger("Attack");
| Pattern | CPU Usage | Parameter Updates | Frame Stability | Verdict |
|---|---|---|---|---|
| Update all parameters every frame | High | Many | Low (possible frame drops) | [X] Bad |
| Update parameters only on change | Low | Few | High (smooth frames) | [OK] Good |
Speed in Unity Animator via C# code?isJumping parameter after execution?
Animator animator = GetComponent<Animator>();
animator.SetBool("isJumping", false);
animator.SetTrigger("jumpTrigger");
animator.SetBool("isJumping", true);Attack?
Animator animator = GetComponent<Animator>(); animator.SetTrigger(Attack);