In the previous recipe, we created a simple transition in our Animator Controller from the Idle to the Walk animation. The default settings mean that the transition will fire after a set exit time, and the model will transition into the next animation state. However, in many situations, we don't want animations to change automatically, we want animations to correspond to events and changes to in-game values. Therefore, we need to be able to trigger animation transitions and parameters through our scripted code.
In this recipe, we'll create a very simple controller script for our human model and its Animator Controller. After learning the basics in this recipe, you'll have the knowledge and skills to understand third-party character controllers, such as those from the Unity Standard Assets and Asset Store assets.