# Animator

### Description

An Animator [OverNode](/over-sdk-manual/over-visual-scripting-legacy/visual-scripting-essentials/overnode.md) is used to handle animations by interacting with the Unity [Animator](https://docs.unity3d.com/ScriptReference/Animator.html) Component.

#### Animator Exposer

This node is used to expose the parameters and attributes of a given input Unity [Animator](https://docs.unity3d.com/ScriptReference/Animator.html) component, which are:

<table><thead><tr><th>Name</th><th width="237.3279424240331">Type</th><th width="340.1572968009442">Description</th></tr></thead><tbody><tr><td>Ref</td><td><a href="https://docs.unity3d.com/ScriptReference/Animator.html">Animator</a></td><td>A reference of the input Unity Animator Component</td></tr><tr><td>RuntimeController</td><td><a href="https://docs.unity3d.com/ScriptReference/RuntimeAnimatorController.html">RuntimeAnimatorController</a></td><td>Unity RuntimeController associated to the Animator</td></tr><tr><td>Avatar</td><td><a href="https://docs.unity3d.com/ScriptReference/Avatar.html">Avatar</a></td><td>Unity Avatar associated to the Animator</td></tr><tr><td>Playback Time</td><td>Float</td><td>The playback position in the recording buffer</td></tr><tr><td>Playback Speed</td><td>Float</td><td><p>The playback speed of the Animator. </p><p>One is the normal playback speed.</p></td></tr></tbody></table>

<figure><img src="/files/F8GDc3AsLcC4OYMOiXDz" alt=""><figcaption></figcaption></figure>

#### Play Animator

This node is used to play a specific state, defined by a `String`.

When you specify a state name, or the string used to generate a hash, it should include the name of the parent layer. For example, if you have a `Bounce` state in the `Base Layer`, the name is `Base Layer.Bounce`.

The `normalizedTime` parameter varies between 0 and 1, representing the starting point of the Play Animator.

This Flow Node accepts the following input data:

<table><thead><tr><th width="205.7659040188865">Name</th><th width="196.3279424240331">Type</th><th width="340.1572968009442">Description</th></tr></thead><tbody><tr><td>Animator</td><td><a href="https://docs.unity3d.com/ScriptReference/Animator.html">Animator</a></td><td>A reference of the input Unity Animator Component</td></tr><tr><td>State</td><td>String</td><td>Name of the State to be played</td></tr><tr><td>Layer</td><td>Integer</td><td>The layer index. If layer is -1, it plays the first state with the given state name or hash.</td></tr><tr><td>Normalized Time</td><td>Float</td><td>The time offset between zero and one.</td></tr></tbody></table>

<figure><img src="/files/ykHbd4sxrGU0QDu547W5" alt=""><figcaption></figcaption></figure>

#### Set Bool

This node is used to set the value of the given boolean parameter, to cause transitions between Animator states.

This Flow Node accepts the following input data:

<table><thead><tr><th width="205.7659040188865">Name</th><th width="196.3279424240331">Type</th><th width="340.1572968009442">Description</th></tr></thead><tbody><tr><td>Animator</td><td><a href="https://docs.unity3d.com/ScriptReference/Animator.html">Animator</a></td><td>A reference of the input Unity Animator Component</td></tr><tr><td>Name</td><td>String</td><td>Boolean Parameter Name to be set</td></tr><tr><td>Value</td><td>Boolean</td><td>Boolean Parameter Value to be set</td></tr></tbody></table>

<figure><img src="/files/lybRwTRZBexUT1GmaRjl" alt=""><figcaption></figcaption></figure>

#### Set Float

This node is used to set the value of the given float parameter, to cause transitions between Animator states.

This Flow Node accepts the following input data:

<table><thead><tr><th width="205.7659040188865">Name</th><th width="196.3279424240331">Type</th><th width="340.1572968009442">Description</th></tr></thead><tbody><tr><td>Animator</td><td><a href="https://docs.unity3d.com/ScriptReference/Animator.html">Animator</a></td><td>A reference of the input Unity Animator Component</td></tr><tr><td>Name</td><td>String</td><td>Float Parameter Name to be set</td></tr><tr><td>Value</td><td>Float</td><td>Float Parameter Value to be set</td></tr></tbody></table>

<figure><img src="/files/r9lin2b1xodluOaHkG0r" alt=""><figcaption></figcaption></figure>

#### Set Trigger

This node is used to set (i.e. activate) an animation trigger, to cause a change in flow in the state machine of an animator controller.

Unlike `bool`s which have the same `true/false` option, `Trigger`s have a `true` option which automatically returns back to `false`.

This Flow Node accepts the following input data:

<table><thead><tr><th width="205.7659040188865">Name</th><th width="196.3279424240331">Type</th><th width="340.1572968009442">Description</th></tr></thead><tbody><tr><td>Animator</td><td><a href="https://docs.unity3d.com/ScriptReference/Animator.html">Animator</a></td><td>A reference of the input Unity Animator Component</td></tr><tr><td>Trigger</td><td>String</td><td>Trigger Parameter to be set</td></tr></tbody></table>

<figure><img src="/files/r03R6OydZaYFegRgmYIL" alt=""><figcaption></figcaption></figure>

#### Reset Trigger

This node is used to reset the value of an animation trigger, in case a Trigger parameter could still be active.

This Flow Node accepts the following input data:

<table><thead><tr><th width="205.7659040188865">Name</th><th width="196.3279424240331">Type</th><th width="340.1572968009442">Description</th></tr></thead><tbody><tr><td>Animator</td><td><a href="https://docs.unity3d.com/ScriptReference/Animator.html">Animator</a></td><td>A reference of the input Unity Animator Component</td></tr><tr><td>Trigger</td><td>String</td><td>Trigger Parameter to be reset</td></tr></tbody></table>

<figure><img src="/files/YRxkBMS0nWBIjugk6M3Q" alt=""><figcaption></figcaption></figure>

#### Set Runtime Controller

This node is used to modify an existing Animator Component, by setting a new [RuntimeController](https://docs.unity3d.com/ScriptReference/RuntimeAnimatorController.html).

This Flow Node accepts the following input data:

<table><thead><tr><th width="184.7659040188865">Name</th><th width="238.3279424240331">Type</th><th width="340.1572968009442">Description</th></tr></thead><tbody><tr><td>Animator</td><td><a href="https://docs.unity3d.com/ScriptReference/Animator.html">Animator</a></td><td>A reference of the input Unity Animator Component</td></tr><tr><td>RuntimeController</td><td><a href="https://docs.unity3d.com/ScriptReference/RuntimeAnimatorController.html">RuntimeAnimatorController</a></td><td>RuntimeController to be set</td></tr></tbody></table>

and produces the following output data:

<table><thead><tr><th width="186.7659040188865">Name</th><th width="207.3279424240331">Type</th><th width="340.1572968009442">Description</th></tr></thead><tbody><tr><td>Output</td><td><a href="https://docs.unity3d.com/ScriptReference/Animator.html">Animator</a></td><td>A reference of the modified Unity Animator Component</td></tr></tbody></table>

<figure><img src="/files/Ykti4i3Qpt7PRjXeMe7u" alt=""><figcaption></figcaption></figure>

#### Set Avatar

This node is used to modify an existing Animator Component, by setting a new [Avatar](https://docs.unity3d.com/ScriptReference/Avatar.html).

This Flow Node accepts the following input data:

<table><thead><tr><th width="186.7659040188865">Name</th><th width="212.3279424240331">Type</th><th width="340.1572968009442">Description</th></tr></thead><tbody><tr><td>Animator</td><td><a href="https://docs.unity3d.com/ScriptReference/Animator.html">Animator</a></td><td>A reference of the input Unity Animator Component</td></tr><tr><td>Avatar</td><td><a href="https://docs.unity3d.com/ScriptReference/Avatar.html">Avatar</a></td><td>Avatar to be set.</td></tr></tbody></table>

and produces the following output data:

<table><thead><tr><th width="186.7659040188865">Name</th><th width="207.3279424240331">Type</th><th width="340.1572968009442">Description</th></tr></thead><tbody><tr><td>Output</td><td><a href="https://docs.unity3d.com/ScriptReference/Animator.html">Animator</a></td><td>A reference of the modified Unity Animator Component</td></tr></tbody></table>

<figure><img src="/files/bi2c4minM71NkRZD2ih5" alt=""><figcaption></figcaption></figure>


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