IdleState Class


A Animancer.Examples.AnimatorControllers.GameKit.CreatureState which keeps the creature standing still and occasionally plays alternate animations if it remains active for long enough.
graph BT Type-->Base0["CreatureState"] click Base0 "/animancer/api/Animancer.Examples.AnimatorControllers.GameKit/CreatureState" Base0-->Base1["StateBehaviour<CreatureState>"] Base1-->Base2["MonoBehaviour"] Type-.->Interface0["IOwnedState<CreatureState>"] Type-.->Interface1["IState<CreatureState>"] Type["IdleState"] class Type type-node


[AddComponentMenu(Strings.ExamplesMenuPrefix + "Game Kit - Idle State")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(AnimatorControllers) + "." + nameof(GameKit) + "/" + nameof(IdleState))]
public sealed class IdleState : CreatureState, IOwnedState<CreatureState>, IState<CreatureState>


3D Game Kit/Idle


Type Description


Name Value Summary
Creature Creature
The Brains.Creature that owns this state.
Inherited from CreatureState
FullMovementControl bool
Indicates whether the root motion applied each frame while this state is active should be constrained to only move in the specified Animancer.Examples.AnimatorControllers.GameKit.CreatureBrain.Movement. Otherwise the root motion can move the Animancer.Examples.AnimatorControllers.GameKit.CreatureState.Creature in any direction. Default is true.
Inherited from CreatureState
OwnerStateMachine StateMachine<CreatureState>
The Animancer.FSM.StateMachine`1 that this state is used in.
Inherited from CreatureState
RootMotion Vector3
Some states (such as Animancer.Examples.AnimatorControllers.GameKit.AirborneState) will want to apply their own source of root motion, but most will just use the root motion from the animations.
Inherited from CreatureState
StickToGround bool
Jumping enters the Animancer.Examples.AnimatorControllers.GameKit.AirborneState, but UnityEngine.CharacterController.isGrounded doesn't become false until after the first update, so we want to make sure the Animancer.Examples.AnimatorControllers.GameKit.CreatureState.Creature won't stick to the ground during that update.
Inherited from CreatureState


Name Value Summary
CanEnterState(CreatureState) bool
Determines whether the Animancer.FSM.StateMachine`1 can enter this state. Always returns true unless overridden.
Reset() void
Inherited from CreatureState