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[Examples of attribute usage](../master/Source/Examples/AnimationName)
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[Examples of attribute usage](../master/Runtime/Examples/AnimationName)
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### Caveats
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Unity manages clips internally specifically so for some reason order of clips returned by [AnimationUtility.GetAnimationClips](https://docs.unity3d.com/ScriptReference/AnimationUtility.GetAnimationClips.html) differs from the one displayed in the editor for Animation comoponent. Due to this expect different order of items in dropdown list for attribute.
[Examples of attribute usage](../master/Source/Examples/AnimatorStateName)
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[Examples of attribute usage](../master/Runtime/Examples/AnimatorStateName)
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### Caveats
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Since layer index is [decoupled](https://docs.unity3d.com/ScriptReference/Animator.Play.html) from animator state name in Unity API, state name alone does not determine state and state index value should be managed separately. If only one animation layer is used, it's not the problem and `Play(string stateName)` overload can be used safely for fields using `AnimatorStateName` attribute.
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