---
name: "animationState"
type: command
status: ok
groups: ["Animations"]
arma3_since: "0.50"
locality: {"argument": "global", "effect": null, "server_exec": false}
source: https://community.bistudio.com/wiki/animationState
revid: 378280
updated: 2026-03-31T10:06:31Z
---

# animationState

*Command · Animations · Arma 3 v0.50 · introduced in Armed Assault v1.00*

Locality: arguments **global**

## Description

Returns the name of a unit's current primary animation. Seems to be forced to lower case in Arma 3.

> [!NOTE]
> Up until Arma 3 v2.20 this command only worked for a man unit, and other units such as animals couldn't use this command. As of Arma 3 v2.22 animals are supported as well.

## Syntax

```sqf
animationState unitName
```

**Parameters:**

- `unitName`: [Object](../topics/Object.md)

**Returns:** [String](../topics/String.md)

## Examples

### Example 1

```sqf
_state = animationState player;
```

## Multiplayer

When executed on a client, this command only returns accurate results when the target unit is within sight of the client. When executed on a dedicated server, the returned value is accurate.

## See also

[gestureState](../commands/gestureState.md) · [switchMove](../commands/switchMove.md) · [playMove](../commands/playMove.md) · [pose](../commands/pose.md) · [BIS_fnc_ambientAnimGetParams](../functions/BIS_fnc_ambientAnimGetParams.md) · [getUnitMovesInfo](../commands/getUnitMovesInfo.md)

<sub>Source: [BI Community Wiki — animationState](https://community.bistudio.com/wiki/animationState) (revision 378280).</sub>
