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Animation Controller Component

The animation controller component is used to apply complex animation playback and blending functionality to an animated mesh. It is the big brother of the simple animation component. Instead of playing just a single animation clip, it evaluates an animation graph asset to determine the animation pose.

The component itself doesn't do much, other than updating the animation pose and sending it to the animated mesh. Place a mesh or skeleton provider on the same game object so the controller can query its skeleton. Pose updates also reach child objects. For how to control the animation playback, please see the Animation Controller chapter.

Component Properties

  • AnimGraph: The animation graph to evaluate.

  • ClipSet: An animation clip set asset. The graph refers to animation clips by name; the clip set maps those names to concrete animation clip assets. This lets the same graph drive different characters, each with its own clip set.

  • RootMotionMode: Selects how root motion is applied to the owning game object.

  • InvisibleUpdateRate: How often to update the animation while the animated mesh is not visible. FullUpdate keeps animating at the full frame rate; the Max60FPS to Max5FPS options throttle the update to save performance on characters that are off screen.

  • EnableIK: If enabled, child game objects can add inverse kinematics commands that influence the final pose.

See Also