unity-animator

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Unity Animator Controller editing and runtime parameter control — create controllers, add states/transitions/parameters, play states, drive triggers/floats/bools. Exact signatures via GET /skills/schema.

Besty0728 By Besty0728 schedule Updated 6/5/2026

name: unity-animator description: "Unity Animator Controller editing and runtime parameter control — create controllers, add states/transitions/parameters, play states, drive triggers/floats/bools. Exact signatures via GET /skills/schema."

Unity Animator Skills

Control Unity's Mecanim system — create Animator Controllers, add layers' states / transitions / parameters, assign controllers to GameObjects, set parameters at runtime, and play states.

Operating Mode

  • Approval:查询类 skill(animator_get_parameters / animator_get_info / animator_list_states,源码标 SkillMode.SemiAuto)直接执行;其余变更类(create_controller / add_parameter / set_parameter / play / assign_controller / add_state / add_transition,标 SkillMode.FullAuto)需用户 grant,grant 后服务端一步执行返结果。
  • Auto / Bypass:所有 skill 直接执行;Auto 走 AI 自我评估,Bypass 全放行。
  • 本模块不含 Delete / PlayMode / Reload / 高危 skill,无 Bypass-only 拦截项。
  • animator_set_parameter / animator_play 作用于场景中已挂 Animator 的 GameObject;如果当前不在 Play mode,状态机只在 Editor 预览模式推进,效果与 runtime 不完全等价。

DO NOT (common hallucinations):

  • animator_create_clip / animator_add_clip do not exist → AnimationClips are created via Unity Editor or asset import
  • animator_set_speed does not exist → use component_set_property on Animator component with propertyName="speed"

Routing:

  • For Timeline animation → use timeline module
  • For component properties on Animator → use component module
  • For animation import settings → use importer module

Skills Overview

Skill Description
animator_create_controller Create new Animator Controller
animator_add_parameter Add parameter to controller
animator_get_parameters List all parameters
animator_set_parameter Set parameter value at runtime
animator_play Play animation state
animator_get_info Get Animator component info
animator_assign_controller Assign controller to GameObject
animator_list_states List states in controller
animator_add_state Add a state to a controller layer
animator_add_transition Add a transition between two states

Parameter Types

Type Description Example Use
float Decimal value Speed, blend weights
int Integer value State index
bool True/false IsGrounded, IsRunning
trigger One-shot signal Jump, Attack

Skills

animator_create_controller

Create a new Animator Controller.

Parameter Type Required Default Description
name string Yes - Controller name
folder string No "Assets/Animations" Save folder

Returns: {success, name, path}

animator_add_parameter

Add a parameter to a controller.

Parameter Type Required Default Description
controllerPath string Yes - Controller asset path
paramName string Yes - Parameter name
paramType string Yes - float/int/bool/trigger
defaultFloat float No 0 Initial float value
defaultInt int No 0 Initial int value
defaultBool bool No false Initial bool value

animator_get_parameters

Get all parameters from a controller.

Parameter Type Required Description
controllerPath string Yes Controller asset path

Returns: {controller, parameters: [{name, type, defaultFloat, defaultInt, defaultBool}]}

animator_set_parameter

Set a parameter value at runtime (supports name/instanceId/path).

Parameter Type Required Description
name string No* GameObject name
instanceId int No* GameObject instance ID
path string No* GameObject hierarchy path
paramName string Yes Parameter name
paramType string Yes float/int/bool/trigger
floatValue float No* Float value
intValue int No* Integer value
boolValue bool No* Boolean value

*At least one identifier required. Use the appropriate value for paramType (trigger doesn't need a value).

animator_play

Play a specific animation state (supports name/instanceId/path).

Parameter Type Required Default Description
name string No* - GameObject name
instanceId int No* 0 GameObject instance ID
path string No* null GameObject hierarchy path
stateName string Yes - Animation state name
layer int No 0 Animator layer
normalizedTime float No 0 Start time (0-1)

*At least one identifier required.

animator_get_info

Get Animator component information (supports name/instanceId/path).

Parameter Type Required Default Description
name string No null GameObject name
instanceId int No 0 GameObject instance ID
path string No null GameObject hierarchy path

Returns: {gameObject, instanceId, hasController, controllerPath, speed, applyRootMotion, updateMode, cullingMode, layerCount, parameterCount}

animator_assign_controller

Assign a controller to a GameObject (supports name/instanceId/path).

Parameter Type Required Description
name string No* GameObject name
instanceId int No* GameObject instance ID
path string No* GameObject hierarchy path
controllerPath string Yes Controller asset path

*At least one identifier required.

animator_list_states

List all states in a controller layer.

Parameter Type Required Default Description
controllerPath string Yes - Controller asset path
layer int No 0 Layer index

Returns: {controller, layer, layerName, stateCount, states: [{name, tag, speed, hasMotion}]}

animator_add_state

Add a state to an Animator Controller layer.

Parameter Type Required Default Description
controllerPath string Yes - Controller asset path
stateName string Yes - Name for the new state
clipPath string No null Animation clip asset path to assign
layer int No 0 Layer index

Returns: {success, controller, stateName, layer}

animator_add_transition

Add a transition between two states in an Animator Controller.

Parameter Type Required Default Description
controllerPath string Yes - Controller asset path
fromState string Yes - Source state name
toState string Yes - Destination state name
layer int No 0 Layer index
hasExitTime bool No true Whether transition waits for exit time
duration float No 0.25 Transition duration in seconds

Returns: {success, from, to, layer, hasExitTime, duration}


Example: Complete Animation Setup

import unity_skills

# 1. Create controller
unity_skills.call_skill("animator_create_controller",
    name="PlayerController",
    folder="Assets/Animations"
)

# 2. Add parameters
unity_skills.call_skill("animator_add_parameter",
    controllerPath="Assets/Animations/PlayerController.controller",
    paramName="Speed", paramType="float", defaultFloat=0
)
unity_skills.call_skill("animator_add_parameter",
    controllerPath="Assets/Animations/PlayerController.controller",
    paramName="IsGrounded", paramType="bool", defaultBool=True
)
unity_skills.call_skill("animator_add_parameter",
    controllerPath="Assets/Animations/PlayerController.controller",
    paramName="Jump", paramType="trigger"
)

# 3. Assign to character
unity_skills.call_skill("animator_assign_controller",
    name="Player",
    controllerPath="Assets/Animations/PlayerController.controller"
)

# 4. Control at runtime
unity_skills.call_skill("animator_set_parameter",
    name="Player", paramName="Speed", paramType="float", floatValue=5.0
)

# Trigger jump
unity_skills.call_skill("animator_set_parameter",
    name="Player", paramName="Jump", paramType="trigger"
)

# Play specific state
unity_skills.call_skill("animator_play", name="Player", stateName="Idle")

Best Practices

  1. Create controller before adding parameters
  2. Use meaningful parameter names
  3. Triggers reset automatically after firing
  4. Set parameters before playing states
  5. Use layers for independent animations (body + face)
  6. States must exist in controller before playing

Exact Signatures

Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.

Install via CLI
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-animator
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