Animator Sync Trigger To Bool
Sets a trigger parameter in an Animator based on changes in a bool variable.
Parameters
| Parameter | Description |
|---|---|
| Animator | The Animator component to sync with. |
| Trigger Name | The name of the trigger parameter in the Animator Controller. |
| Bool Variable | The bool variable to monitor for changes. |
| Trigger Condition | When to set the trigger. See below for details. |
Details
This action runs every frame by default to continuously monitor the bool variable for changes or states.
The action tracks the previous value internally to detect changes between frames. When the specified condition is met, it calls Animator.SetTrigger() to activate the trigger parameter.
Trigger Conditions:
- Changes: Sets trigger whenever the bool value changes (true→false or false→true)
- Changes To True: Only sets trigger when bool changes from false to true
- Changes To False: Only sets trigger when bool changes from true to false
- Is True: Sets trigger every frame while bool is true
- Is False: Sets trigger every frame while bool is false
Debugging
You can Watch the bool variable.
You can monitor the trigger parameter in the Animator window to see when it's being activated.
Examples
This action is commonly used to bridge PlayMaker's state-based logic with Unity's Animator system:
Jump Animation Example:
- Monitor a
Can Jumpbool variable - Set Trigger Condition to Changes To True
- When the player can jump, the
Jump Triggerfires and plays the jump animation
Attack Combo System:
- Monitor an
Attack Inputbool variable - Set Trigger Condition to Changes To True
- Each attack input triggers the next animation in a combo sequence
State Synchronization:
- Monitor a
Is Groundedbool variable - Set Trigger Condition to Changes
- Automatically sync ground state changes with landing/falling animations
This approach keeps your PlayMaker logic decoupled from specific animation triggers while maintaining responsive animation control.