> For the complete documentation index, see [llms.txt](https://docs.engagevr.io/developer/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.engagevr.io/developer/creating-ifx/specialized-ifx/animated-ifx/animation-overrides/animation-overrides-legacy-animations.md).

# Legacy animations

Use the legacy animation override system if you want to use the Animation Unity component. However, we recommend that you use the newer system that's based on the Animator Unity component. For more information, see [Animator animations](/developer/creating-ifx/specialized-ifx/animated-ifx/animation-overrides/animation-overrides-animator.md).&#x20;

## Setting up a legacy animation override

![Legacy animation override hierarchy](https://2640392766-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F5yxYHsXtlAaoMUrDWhLm%2Fuploads%2FiNbfISf9S4R1WksH636k%2Flegacy_anim_structure.png?alt=media\&token=1cf1abc0-ac89-458b-a2ca-15edca08cdef)

The legacy animation override hierarchy must meet the following criteria:

* Set the IFX root object to have a scale of 1 in all dimensions and zero rotation.
* Name the root animation game object `AnimationComponent`.
* Place the `AnimationComponent` object at least one level below the IFX root object.
* Add the `EffectLifeRunControl.cs` script to the `AnimationComponent` object.
* Add an `Animation` component to the `AnimationComponent` object.

## Assigning animations

![Example configuration for a legacy animation override](https://2640392766-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F5yxYHsXtlAaoMUrDWhLm%2Fuploads%2FLKU0nIzKHl735xpOGsyS%2Flegacy_anim_inspector.png?alt=media\&token=33088ec3-aa3c-456c-83b7-71e099cd6427)

1. Select the `AnimationComponent` object.
2. Drag your idle animation from the **Project** panel to the **Animation** property of the **Animation** component in the **Inspector** panel.
3. On the **Animation** component, expand the **Animations** property.
4. In the **Size** property, enter the number of additional animations that you want to use.
5. Drag each of the additional animations from the **Inspector** panel to an **Element** property of the **Animations** component.
6. On the **Effect Life Run Control** component, enter names for the **Animation Walk**, **Animation Run**, **Animation Idle**, and **Animation Roar** properties that match the name of the animations that you added to the Animation component.

{% hint style="info" %}
If you don't have an animation for one or more of the states, leave the property empty in the Effect Life Run Control component.
{% endhint %}
