---
description: Node description and basic instructions
---

# Set Trigger

### Description

Sets the value of the given trigger parameter.

This method allows you to set (i.e. activate) an animation trigger, to cause a change in flow in the state machine of an animator controller. The Animation Parameters page describes the purpose of the Animator Controller Parameters window. Trigger is one of the 4 selectable options. Selecting this adds a Trigger to the list of chosen parameters. Once this is added to the selected list it can be named. Unlike books which have the same true/false option, Triggers have a true option which automatically returns back to false. A typical example might be to have a Jump option. If this option is entered during run-time the character will jump. At the end of the Jump the previous motion (perhaps a walk or run state) will be returned to.

**To create it**, right-click in the editor and select <mark style="color:purple;">Create Node/Tasks/Animator/Set Trigger</mark>.

This task node has a number of fields, that are highlighted in picture below.

<figure><img src="https://2203000093-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FGOxTM7Aj9oiVaIINrEkE%2Fuploads%2FPpm1HexeGzRtFx6YlMD6%2FAnim6.png?alt=media&#x26;token=252050c6-c879-4873-8ca3-49ecb35809cd" alt=""><figcaption></figcaption></figure>

### Fields

| Name              | Description                            |
| ----------------- | -------------------------------------- |
| Node Name         | Name of node                           |
| Ignore About Self | Whether node ignores abort self or not |
| Parameter Name    | Parameter name/ID number               |

{% hint style="info" %}
You can identify the parameter by name or by ID number, but the name or ID number must be the same as the parameter you want to change in the Animator.
{% endhint %}
