using Unity.Entities; using UnityEngine; namespace DefaultNamespace { public class AnimatorStateCopySystem : ComponentSystem { protected override void OnUpdate() { Entities.ForEach( (Animator animator, ref AnimatorStateData data) => { if (animator.isActiveAndEnabled) { data.State = animator.GetCurrentAnimatorStateInfo(0); var transitionInfo = animator.GetAnimatorTransitionInfo(0); data.TransitionName = transitionInfo.userNameHash; data.TransitionPath = transitionInfo.fullPathHash; } }); } } }