unity-animator

SKILL.md

Unity Animator Skills

Control Unity's animation system - create controllers, manage parameters, and control playback.

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" 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
defaultValue any No 0/false Initial value

animator_get_parameters

Get all parameters from a controller.

Parameter Type Required Description
controllerPath string Yes Controller asset path

Returns: {success, parameters: [{name, type, defaultFloat/defaultBool/...}]}

animator_set_parameter

Set a parameter value at runtime.

Parameter Type Required Description
name string Yes GameObject name
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

*Use the appropriate value for paramType (trigger doesn't need a value)

animator_play

Play a specific animation state.

Parameter Type Required Default Description
name string Yes - GameObject name
stateName string Yes - Animation state name
layer int No 0 Animator layer
normalizedTime float No 0 Start time (0-1)

animator_get_info

Get Animator component information.

Parameter Type Required Description
name string Yes GameObject name

Returns: {success, hasController, controllerName, parameters, currentState}

animator_assign_controller

Assign a controller to a GameObject.

Parameter Type Required Description
name string Yes GameObject name
controllerPath string Yes Controller asset path

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: {success, states: [{name, tag, speed}]}

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", defaultValue=0
)
unity_skills.call_skill("animator_add_parameter",
    controllerPath="Assets/Animations/PlayerController.controller",
    paramName="IsGrounded", paramType="bool", defaultValue=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
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