Creating Custom States

You can implement your own state type by inheriting from AnimancerState (or any type derived from it):

using Animancer;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Animations;
 
public class MyState : AnimancerState
{
    private AnimationClip _Clip;

    public override float Length => _Clip.length;

    public MyState(AnimationClip clip)
    {
        _Clip = clip;
    }

    protected override void CreatePlayable(out Playable playable)
    {
        playable = AnimationClipPlayable.Create(Root.Graph, _Clip);
    }
}