# States

Apart from performing different **Gestures**, a **Character** can also be in different **States**. The difference between a **State** and a **Gesture** is that a **State** is part of a range of Locomotion animations.

For example, you can make the **Player** enter the **Crouch** state when detecting if guards are nearby so sneak past behind them, or move around looking **Drunk**.

![(Example side by side of normal state and injured state)](/files/-LB0-7c0gn1xzk2oFZ-b)

{% hint style="success" %}
States are not **boolean** (on/off) values. You can blend between the root locomotion and a state setting the *amount* value between **0.0** and **1.0**.&#x20;

This is very useful if you want, for instance, to set the **Player** normal-injured state based on its remaining health.
{% endhint %}

## Default States <a href="#default-states" id="default-states"></a>

**Game Creator** comes with some default **States**:

* **Crouch:** The character crouches in a stealthy way
* **Drunk:** The character appears... Not sober ^^'
* **Hurt:** The character moves hoping with just one leg
* **Mediate:** The character sits crossing its legs and placing its hands onto his knees.

## Custom States <a href="#custom-states" id="custom-states"></a>

**Game Creator** allows you to easily create custom **States**. To do so, right click on the *Project Panel* and select `Create → Game Creator → Characters` and a **State** asset will be created. You'll see there are different types of **States**.

* **Simple State:** Just like the *Meditate* state, a simple state is a character staying in a single pose. This can be sitting on a chair, leaning on a wall, ...
* **Locomotion State:** Like the **Drunk** state, the Locomotion state is a state where you can override the different movement animations of the character. You'll be presented with a list of animation fields where you can drag and drop custom ones to.
* **Advanced State:** This is for advanced users who want fine-grain solutions or have a custom **Mecanim Animator Controller**. Drag and drop the animator and call the different parameters need (if any) from a custom script to use it.

{% hint style="success" %}
If you leave any **State** animation in blank, the default locomotion animation will be used.
{% endhint %}

![(Example of a Locomotion State asset with a complete list of all possible animations)](/files/-LB004_85yo7qSIIryHs)

When using a **Character State Action** you'll have to drag and drop this **State** asset to the corresponding field and it will automagically bend between the default animations and the new state.

![(Example of a Character using the Change State Action to Drunk)](/files/-LdyzU1vmKpeSPzpF7Fx)


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