Performance: Animator controller
Animator controllers affect frame rendering speed and input responsiveness by controlling animation state changes and blending.
Jump into concepts and practice - no test required
AnimatorController controller = new AnimatorController(); // Use fewer states and simpler transitions // Cache parameters and minimize state changes animator.runtimeAnimatorController = controller;
AnimatorController controller = new AnimatorController(); // Add dozens of states and transitions with complex conditions // Frequent state changes every frame animator.runtimeAnimatorController = controller;
| Pattern | Animation Graph Evaluations | State Transitions | CPU Load | Verdict |
|---|---|---|---|---|
| Complex animator with many states and transitions | High (multiple per frame) | Frequent | High | [X] Bad |
| Simplified animator with fewer states and transitions | Low (minimal per frame) | Infrequent | Low | [OK] Good |
Animator Controller in Unity?Jump in an Animator component from a C# script?SetTrigger(string name).SetBool requires a bool value, Trigger is not a valid method, SetInt requires an int value.Animator animator = GetComponent<Animator>();
animator.SetBool("isRunning", true);
animator.SetTrigger("Jump");Idle to Run when isRunning is true, and a transition from Run to Jump triggered by Jump trigger?isRunning to true triggers transition from Idle to Run. Then setting Jump trigger causes transition from Run to Jump.Animator animator = GetComponent<Animator>(); animator.SetTrigger(Jump);
SetTrigger requires a string parameter for the trigger name, but Jump is used without quotes, treated as a variable.SetTrigger("Jump") with quotes to pass the parameter name as string.Walk and Run animations based on a float parameter Speed. Which Animator Controller setup is best to achieve this?