The difference between trigger and bool in the unity animator and what is suitable for animation using Trigger, and what animation is suitable for using bool

There are two common types of Animator parameters in Unity: Bool and Trigger.

The **Bool parameter** is a simple Boolean value that can be in one of two states: true or false. In an animation state machine, you can associate Bool parameters with animation state conditions to determine when to transition from one state to another. For example, you can use Bool parameters to control whether the character is jumping, so that the jumping animation can be triggered under certain conditions. Bool parameters are typically used to represent persistent states such as standing, walking, or running.

**Trigger parameter** is a one-time Boolean value that automatically returns false after being set to true. Unlike the Bool parameter, the Trigger parameter will not remain in the true state forever, but will automatically return to false soon after it is set to true. The Trigger parameter is typically used to trigger one-time events or state transitions. For example, you can use the Trigger parameter to trigger an attack animation, because the attack animation usually only needs to be played once and does not need to keep playing.

The difference is summarized as follows:
- The Bool parameter is persistent and can remain in the true or false state, while the Trigger parameter is one-time and will automatically change after being set to true. Return false.
- Bool parameters are usually used to represent persistent states, and Trigger parameters are usually used to trigger one-time events or state transitions.
- Bool parameters are suitable for representing the current state of the character (such as standing, walking), while Trigger parameters are suitable for representing instantaneous events (such as attacking, jumping).

Depending on your needs, you can choose to use Bool parameters or Trigger parameters to control state transitions and event triggering in the animation state machine.

In Unity's Animator, deciding when to use Trigger parameters and Bool parameters depends on your animation logic and needs.

**Trigger parameters are suitable for the following situations**:

1. **One-time event trigger**: When you want to trigger an event under certain conditions, such as character attack, jump, death, etc., you can use the Trigger parameter. These events usually only need to occur once triggered and then immediately return to the default state.

2. **State switching**: When you want to switch from one state to another, and this switch only needs to be done once under specific conditions, such as from standby state to attack state, you can use the Trigger parameter to trigger the state. switching between.

**Bool parameters are suitable for the following situations**:

1. **Persistent state control**: When you need to control the persistent state of animation, such as standing, walking, running, etc., you can use Bool parameters. These states usually last for a period of time and switch under certain conditions.

2. **Multi-state switching**: If you have multiple states to switch between, and these states can exist at the same time, such as different actions of the character (walking, jumping, attacking, etc.), you can use Bool parameters for each States create independent Bool parameters to control them.

In short, the Trigger parameter is suitable for handling one-time events and state switching, while the Bool parameter is suitable for handling persistent state control and switching between multiple states. You can choose which parameter type to use based on your animation needs and logic.

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Origin blog.csdn.net/c3872931/article/details/132820214