the object this component is attached to. Note that this is a threejs Object3D with some additional features
the unique identifier for this component
Optional
sourceholds the source identifier this object was created with/from (e.g. if it was part of a glTF file the sourceId holds the url to the glTF)
true if the object is enabled and active in the hierarchy
The current action playing. It can be used to modify the action
The current action playing or null if no state is playing
true if this component was destroyed (this.destroy()
) or the whole object this component was part of
True if the animator has been changed
the layer of the gameObject this component is attached to
Will generate a random speed between the min and max values and set it to the animatorcontroller
the name of the gameObject this component is attached to
True if parameters have been changed
shorthand for this.context.scene
the scene of the context
Is the gameObject marked as static
the tag of the gameObject this component is attached to
Optional
earlyThe current state info of the animator.
If you just want to access the currently playing animation action you can use currentAction
The current state info of the animator or null if no state is playing
Optional
lateOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onCallback when this component joins a xr session (or becomes active in a running XR session)
Optional
onCallback when this component exists a xr session (or when it becomes inactive in a running XR session)
Optional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onCallback when a xr session updates (while it is still active in XR session)
Optional
onOptional
onXRControllerCallback when a controller is connected/added while in a XR session
OR when the component joins a running XR session that has already connected controllers
OR when the component becomes active during a running XR session that has already connected controllers
Optional
onXRControllerPlays an animation on the animator
The name of the animation to play. Can also be the hash of the animation
The layer to play the animation on. Default is -1
The normalized time to start the animation at. Default is Number.NEGATIVE_INFINITY
The duration of the transition to the new animation. Default is 0
Optional
resolveOptional
startstarts a coroutine (javascript generator function)yield
will wait for the next frame:
yield WaitForSeconds(1)
to wait for 1 second.yield WaitForFrames(10)
to wait for 10 frames.yield new Promise(...)
to wait for a promise to resolve.generator function to start
event to register the coroutine for (default: FrameEvent.Update). Note that all coroutine FrameEvent callbacks are invoked after the matching regular component callbacks. For example FrameEvent.Update
will be called after regular component update()
methods)
the generator function (use it to stop the coroutine with stopCoroutine
)
onEnable() { this.startCoroutine(this.myCoroutine()); }
private *myCoroutine() {
while(this.activeAndEnabled) {
console.log("Hello World", this.context.time.frame);
// wait for 5 frames
for(let i = 0; i < 5; i++) yield;
}
}
Stop a coroutine that was previously started with startCoroutine
the routine to be stopped
the frame event to unregister the routine from (default: FrameEvent.Update)
Optional
supportsXROptional callback, you can implement this to only get callbacks for VR or AR sessions if necessary.
true if the mode is supported (if false the mode is not supported by this component and it will not receive XR callbacks for this mode)
Optional
updateGenerated using TypeDoc
The Animator component is used to play animations on a GameObject. It is used in combination with an AnimatorController (which is a state machine for animations)
A new AnimatorController can be created from code via
AnimatorController.createFromClips