Component Types

The AnimancerComponent is the main entry point for controlling animations with Animancer. It also has several sub-classes with additional functionality.

Type / Examples / Description Inspector


Quick Play

Most Examples

The base component which wraps the core functionality of Animancer.


Named Animations

Inherits from AnimancerComponent and adds an Animations array and Play Automatically toggle in the Inspector and registers animations by name so you can refer to them using strings, much like Unity's Legacy Animation component (see the Keys section for more information).


Hybrid Basics

Hybrid Mini Game

Inherits from NamedAnimancerComponent and adds a Controller field which allows for a Hybrid combination of an Animator Controller and Animancer.

Pro-Only: Animancer Lite allows you to try out this feature in the Unity Editor, but it will not be available in runtime builds unless you purchase Animancer Pro. See the Feature Comparison for more information.


Solo Animation

Plays one animation which can be assigned in the Inspector without the performance overhead of the rest of Animancer. That is all it does. It does not support Fading or Layers or Animancer Events or any of the other features of Animancer. It is not even really part of Animancer, it is just a self-contained script designed to play that one animation and nothing else. If you want to do anything more than that you are likely better off using a proper AnimancerComponent.

When using the Add Component menu in the Unity Editor, all Animancer components are located in the Animancer sub-menu.

These components are located in the Assets/Plugins/Animancer folder and they are even included in Animancer Lite, so you can modify or Inherit from them to implement your own variations. For example, you could:

  • Inherit from AnimancerComponent and add a SpriteRenderer or SkinnedMeshRenderer field so you can reference it alongside the animations.
  • Make a CharacterAnimationSet class which inherits from ScriptableObject to define a set of animations for each character and then make a CharacterAnimancer class which inherits from AnimancerComponent to allow a character to reference one of those animation sets in the same place as the rest of the animation functionality.
  • Inherit from NamedAnimancerComponent and add an array of strings so that you can specify a custom name for each animation rather than always using the exact
  • Inherit from AnimancerComponent and add some AnimationEventReceivers to listen for certain Animation Events.