using UnityEngine; public class #SCRIPTNAME# : StateMachineBehaviour { // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { #NOTRIM# } #NOTRIM# // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { #NOTRIM# } #NOTRIM# // OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { #NOTRIM# } #NOTRIM# // OnStateMove is called right after Animator.OnAnimatorMove() override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // Implement code that processes and affects root motion } #NOTRIM# // OnStateIK is called right after Animator.OnAnimatorIK() override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // Implement code that sets up animation IK (inverse kinematics) } }