The Animator component plays and manages animations on a GameObject. It works with an AnimatorController to handle state transitions and animation blending. A new AnimatorController can be created from code via AnimatorController.createFromClips.

Hierarchy (View Summary, Expand)

Implements

  • IAnimationComponent

Properties

applyRootMotion: boolean = false

When enabled, animation will affect the root transform position and rotation

gameObject: GameObject

Reference to the GameObject this component is attached to This is a three.js Object3D with additional GameObject functionality

guid: string = "invalid"

Unique identifier for this component instance, used for finding and tracking components

hasRootMotion: boolean = false

Indicates whether this animator contains root motion data

keepAnimatorControllerStateOnDisable: boolean = false

When enabled, the animator will maintain its state when the component is disabled

sourceId?: string

Identifier for the source asset that created this component. For example, URL to the glTF file this component was loaded from

Accessors

  • get activeAndEnabled(): boolean

    Checks if this component is currently active (enabled and part of an active GameObject hierarchy) Components that are inactive won't receive lifecycle method calls

    Returns boolean

    True if the component is enabled and all parent GameObjects are active

  • get context(): Context

    The context this component belongs to, providing access to the runtime environment including physics, timing utilities, camera, and scene

    Returns Context

  • set context(context: Context): void

    Parameters

    Returns void

  • get currentAction(): null | AnimationAction

    The currently playing animation action that can be used to modify animation properties

    Returns null | AnimationAction

    The current animation action, or null if no animation is playing

  • get destroyed(): boolean

    Checks if this component has been destroyed

    Returns boolean

    True if the component or its GameObject has been destroyed

  • get enabled(): boolean

    Controls whether this component is enabled Disabled components don't receive lifecycle callbacks

    Returns boolean

  • set enabled(val: boolean): void

    Parameters

    • val: boolean

    Returns void

  • get forward(): Vector3

    Gets the forward direction vector (0,0,-1) of this component's GameObject in world space

    Returns Vector3

  • get isAnimationComponent(): boolean

    Identifies this component as an animation component in the engine

    Returns boolean

  • get isDirty(): boolean

    Indicates whether the animator state has changed since the last update

    Returns boolean

    True if the animator has been changed

  • get layer(): number

    The layer value of the GameObject this component is attached to Used for visibility and physics filtering

    Returns number

  • set minMaxOffsetNormalized(minMax: { x: number; y: number }): void

    Sets a random normalized time offset for animations between min (x) and max (y) values

    Parameters

    • minMax: { x: number; y: number }

      Object with x (min) and y (max) values for the offset range

    Returns void

  • set minMaxSpeed(minMax: { x: number; y: number }): void

    Sets a random playback speed between the min and max values

    Parameters

    • minMax: { x: number; y: number }

      Object with x (minimum) and y (maximum) speed values

    Returns void

  • get name(): string

    The name of the GameObject this component is attached to Used for debugging and finding objects

    Returns string

  • set name(str: string): void

    Parameters

    • str: string

    Returns void

  • get parametersAreDirty(): boolean

    Indicates whether animation parameters have been modified since the last update

    Returns boolean

    True if parameters have been changed

  • get right(): Vector3

    Gets the right direction vector (1,0,0) of this component's GameObject in world space

    Returns Vector3

  • get runtimeAnimatorController(): undefined | null | AnimatorController

    Gets the current animator controller instance

    Returns undefined | null | AnimatorController

    The current animator controller or null if none is assigned

  • set runtimeAnimatorController(
        val: undefined | null | AnimatorControllerModel | AnimatorController,
    ): void

    Sets or replaces the animator controller for this component. Handles binding the controller to this animator instance and ensures proper initialization when the controller changes.

    Parameters

    • val: undefined | null | AnimatorControllerModel | AnimatorController

      The animator controller model or instance to use

    Returns void

  • get scene(): Scene

    Shorthand accessor for the current scene from the context

    Returns Scene

    The scene this component belongs to

  • get static(): boolean

    Indicates whether the GameObject is marked as static Static objects typically don't move and can be optimized by the engine

    Returns boolean

  • set static(value: boolean): void

    Parameters

    • value: boolean

    Returns void

  • get tag(): string

    The tag of the GameObject this component is attached to Used for categorizing objects and efficient lookup

    Returns string

  • set tag(str: string): void

    Parameters

    • str: string

    Returns void

  • get up(): Vector3

    Gets the up direction vector (0,1,0) of this component's GameObject in world space

    Returns Vector3

  • get worldEuler(): Euler

    Gets the rotation of this component's GameObject in world space as Euler angles (in radians)

    Returns Euler

  • set worldEuler(val: Euler): void

    Sets the rotation of this component's GameObject in world space using Euler angles (in radians)

    Parameters

    • val: Euler

      The world rotation Euler angles to set

    Returns void

  • get worldPosition(): Vector3

    Gets the position of this component's GameObject in world space

    Returns Vector3

  • set worldPosition(val: Vector3): void

    Sets the position of this component's GameObject in world space

    Parameters

    • val: Vector3

      The world position vector to set

    Returns void

  • get worldQuaternion(): Quaternion

    Gets the rotation of this component's GameObject in world space as a quaternion

    Returns Quaternion

  • set worldQuaternion(val: Quaternion): void

    Sets the rotation of this component's GameObject in world space using a quaternion

    Parameters

    • val: Quaternion

      The world rotation quaternion to set

    Returns void

  • get worldRotation(): Vector3

    Gets the rotation of this component's GameObject in world space as Euler angles (in degrees)

    Returns Vector3

  • set worldRotation(val: Vector3): void

    Sets the rotation of this component's GameObject in world space using Euler angles (in degrees)

    Parameters

    • val: Vector3

      The world rotation vector to set (in degrees)

    Returns void

Methods

  • Registers an event listener for the specified event type

    Type Parameters

    Parameters

    • type: string

      The event type to listen for

    • listener: (evt: T) => any

      The callback function to execute when the event occurs

    Returns void

  • Called once when the component becomes active for the first time. This is the first lifecycle callback to be invoked

    Returns void

  • Destroys this component and removes it from its GameObject After destruction, the component will no longer receive lifecycle callbacks

    Returns void

  • Dispatches an event to all registered listeners

    Parameters

    • evt: Event

      The event object to dispatch

    Returns boolean

    Always returns false (standard implementation of EventTarget)

  • Called at the beginning of each frame before regular updates. Use for logic that needs to run before standard update callbacks.

    Returns void

  • Gets a boolean parameter from the animator

    Parameters

    • name: string | number

      The name or hash of the parameter

    Returns boolean

    The value of the boolean parameter, or false if not found

  • Parameters

    • name: string | number

    Returns boolean

    use getBool

  • Retrieves information about the current animation state

    Returns undefined | null | AnimatorStateInfo

    The current state information, or undefined if no state is playing

  • Gets a float parameter from the animator

    Parameters

    • name: string | number

      The name or hash of the parameter

    Returns number

    The value of the float parameter, or -1 if not found

  • Parameters

    • name: string | number

    Returns number

    use getFloat

  • Gets an integer parameter from the animator

    Parameters

    • name: string | number

      The name or hash of the parameter

    Returns number

    The value of the integer parameter, or -1 if not found

  • Parameters

    • name: string | number

    Returns number

    use getInteger

  • Gets the state of a trigger parameter from the animator

    Parameters

    • name: string | number

      The name or hash of the trigger parameter

    Returns undefined | boolean

    The state of the trigger parameter

  • Parameters

    • name: string | number

    Returns void

    use getTrigger

  • Parameters

    • force: boolean = false

    Returns void

  • Checks if the animator is currently in a transition between states

    Returns boolean

    True if the animator is currently blending between animations

  • Returns boolean

    use isInTransition

  • Called after all update functions have been called. Use for calculations that depend on other components being updated first.

    Returns void

  • Called after the scene has been rendered. Use for post-processing or UI updates that should happen after rendering

    Returns void

  • Called immediately before the scene is rendered.

    Returns void

  • Called before an XR session is requested Use to modify session initialization parameters

    Parameters

    • mode: XRSessionMode

      The XR session mode being requested

    • args: XRSessionInit

      The session initialization parameters that can be modified

    Returns void

  • Called when this component's collider begins colliding with another collider.

    Parameters

    • col: Collision

      Information about the collision that occurred

    Returns any

  • Called when this component's collider stops colliding with another collider.

    Parameters

    • col: Collision

      Information about the collision that ended

    Returns any

  • Called each frame while this component's collider is colliding with another collider

    Parameters

    • col: Collision

      Information about the ongoing collision

    Returns any

  • Called when the component is destroyed. Use for cleanup operations like removing event listeners

    Returns void

  • Called every time the component becomes disabled or inactive in the hierarchy. Invoked when the component or any parent GameObject becomes invisible

    Returns void

  • Called every time the component becomes enabled or active in the hierarchy. Invoked after awake and before start.

    Returns void

  • Called when the context's pause state changes.

    Parameters

    • isPaused: boolean

      Whether the context is currently paused

    • wasPaused: boolean

      The previous pause state

    Returns void

  • Called when this component's trigger collider is entered by another collider

    Parameters

    • col: ICollider

      The collider that entered this trigger

    Returns any

  • Called when another collider exits this component's trigger collider

    Parameters

    • col: ICollider

      The collider that exited this trigger

    Returns any

  • Called each frame while another collider is inside this component's trigger collider

    Parameters

    • col: ICollider

      The collider that is inside this trigger

    Returns any

  • Called when a field decorated with @validate() is modified.

    Parameters

    • Optionalprop: string

      The name of the field that was changed

    Returns void

  • Plays an animation on the animator

    Parameters

    • name: string | number

      The name or hash of the animation to play

    • layer: number = -1

      The layer to play the animation on (-1 for default layer)

    • normalizedTime: number = Number.NEGATIVE_INFINITY

      The time position to start playing (0-1 range, NEGATIVE_INFINITY for current position)

    • transitionDurationInSec: number = 0

      The duration of the blend transition in seconds

    Returns void

  • Parameters

    • name: string | number
    • layer: number = -1
    • normalizedTime: number = Number.NEGATIVE_INFINITY
    • transitionDurationInSec: number = 0

    Returns void

    use play()

  • Removes a previously registered event listener

    Type Parameters

    Parameters

    • type: string

      The event type the listener was registered for

    • listener: (arg: T) => any

      The callback function to remove

    Returns void

  • Resets the animator controller to its initial state

    Returns void

  • Returns void

    use reset

  • Resets a trigger parameter in the animator

    Parameters

    • name: string | number

      The name or hash of the trigger parameter

    Returns void

  • Parameters

    • name: string | number

    Returns void

    use resetTrigger

  • Called when this component needs to remap guids after an instantiate operation.

    Parameters

    • guidsMap: GuidsMap

      Mapping from old guids to newly generated guids

    Returns void

  • Sets a boolean parameter in the animator

    Parameters

    • name: string | number

      The name or hash of the parameter

    • value: boolean

      The boolean value to set

    Returns void

  • Parameters

    • name: string | number
    • val: boolean

    Returns void

    use setBool

  • Sets a float parameter in the animator

    Parameters

    • name: string | number

      The name or hash of the parameter

    • val: number

      The float value to set

    Returns void

  • Parameters

    • name: string | number
    • val: number

    Returns void

    use setFloat

  • Sets an integer parameter in the animator

    Parameters

    • name: string | number

      The name or hash of the parameter

    • val: number

      The integer value to set

    Returns void

  • Parameters

    • name: string | number
    • val: number

    Returns void

    use setInteger

  • Sets the playback speed of the animator

    Parameters

    • speed: number

      The new playback speed multiplier

    Returns void

  • Parameters

    • speed: number

    Returns void

    use setSpeed

  • Activates a trigger parameter in the animator

    Parameters

    • name: string | number

      The name or hash of the trigger parameter

    Returns void

  • Parameters

    • name: string | number

    Returns void

    use setTrigger

  • Sets the position of this component's GameObject in world space using individual coordinates

    Parameters

    • x: number

      X-coordinate in world space

    • y: number

      Y-coordinate in world space

    • z: number

      Z-coordinate in world space

    Returns void

  • Sets the rotation of this component's GameObject in world space using quaternion components

    Parameters

    • x: number

      X component of the quaternion

    • y: number

      Y component of the quaternion

    • z: number

      Z component of the quaternion

    • w: number

      W component of the quaternion

    Returns void

  • Sets the rotation of this component's GameObject in world space using individual Euler angles

    Parameters

    • x: number

      X-axis rotation

    • y: number

      Y-axis rotation

    • z: number

      Z-axis rotation

    • degrees: boolean = true

      Whether the values are in degrees (true) or radians (false)

    Returns void

  • Called once at the beginning of the first frame after the component is enabled. Use for initialization that requires other components to be awake.

    Returns void

  • Starts a coroutine that can yield to wait for events. Coroutines allow for time-based sequencing of operations without blocking. Coroutines are based on generator functions, a JavaScript language feature.

    Parameters

    • routine: Generator

      Generator function to start

    • evt: FrameEvent = FrameEvent.Update

      Event to register the coroutine for (default: FrameEvent.Update)

    Returns Generator

    The generator function that can be used to stop the coroutine

    Time-based sequencing of operations

    *myCoroutine() {
    yield WaitForSeconds(1); // wait for 1 second
    yield WaitForFrames(10); // wait for 10 frames
    yield new Promise(resolve => setTimeout(resolve, 1000)); // wait for a promise to resolve
    }

    Coroutine that logs a message every 5 frames

    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;
    }
    }
  • Stops a coroutine that was previously started with startCoroutine

    Parameters

    • routine: Generator

      The routine to be stopped

    • evt: FrameEvent = FrameEvent.Update

      The frame event the routine was registered with

    Returns void

  • Determines if this component supports a specific XR mode

    Parameters

    • mode: XRSessionMode

      The XR session mode to check support for

    Returns boolean

    True if the component supports the specified mode

  • Toggles a boolean parameter between true and false

    Parameters

    • name: string | number

      The name or hash of the parameter

    Returns void

  • Called once per frame during the main update loop. The primary location for frame-based game logic.

    Returns void

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