unity set animation state
Animation States:
Animation States are the basic building blocks of an Animation State Machine.
Each state contains an individual animation sequence (or blend tree) which
will play while the character is in that state. When an event in the game
triggers a state transition, the character will be left in a new state whose
animation sequence will then take over.
When you select a state in the Animator Controller, you will see the
properties for that state in the inspector.
Property: Function:
Speed The default speed of the animation
Motion The animation clip assigned to this state
Foot IK Should Foot IK be respected for this state. Applicable to humanoid animations.
Write Defaults Whether or not the AnimatorStates writes back the default values for properties that are not animated by its Motion.
Mirror Should the state be mirrored. This is only applicable to humanoid animations.
Transitions The list of transitions originating from this state
The default state, displayed in brown, is the state that the machine will
be in when it is first activated. You can change the default state, if
necessary, by right-clicking on another state and selecting Set As Default
from the context menu. The solo and mute checkboxes on each transition are
used to control the behaviour of animation previews.
Any State:
Any State is a special state which is always present. It exists for the
situation where you want to go to a specific state regardless of which state
you are currently in. This is a shorthand way of adding the same outward
transition to all states in your machine. Note that the special meaning of
Any State implies that it cannot be the end point of a transition (ie, jumping
to “any state” cannot be used as a way to pick a random state to enter next).