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_clipdo not exist → AnimationClips are created via Unity Editor or asset importanimator_set_speeddoes not exist → usecomponent_set_propertyon Animator component with propertyName="speed"
Routing:
- For Timeline animation → use
timelinemodule - For component properties on Animator → use
componentmodule - For animation import settings → use
importermodule
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
- Create controller before adding parameters
- Use meaningful parameter names
- Triggers reset automatically after firing
- Set parameters before playing states
- Use layers for independent animations (body + face)
- 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.