unity-animation
SKILL.md
Unity Animation Skill
Animation system implementation and configuration in Unity.
Overview
This skill provides capabilities for implementing character and object animation using Unity's Animator, Animation Rigging, and Timeline systems.
Capabilities
Animator Controllers
- Create state machines
- Configure blend trees
- Set up animation layers
- Handle state transitions
Animation Rigging
- Implement IK constraints
- Create procedural animation
- Set up multi-aim constraints
- Handle runtime rigging
Timeline
- Create animation clips
- Sequence cutscenes
- Integrate with Cinemachine
- Handle animation events
Avatar System
- Configure humanoid avatars
- Set up animation retargeting
- Handle muscle settings
- Manage avatar masks
Prerequisites
- Unity 2021.3+
- Animation Rigging package (optional)
- Timeline package (built-in)
Usage Patterns
Animator Controller
public class CharacterAnimator : MonoBehaviour
{
private Animator animator;
private static readonly int SpeedHash = Animator.StringToHash("Speed");
private static readonly int JumpTrigger = Animator.StringToHash("Jump");
void Update()
{
float speed = GetMovementSpeed();
animator.SetFloat(SpeedHash, speed, 0.1f, Time.deltaTime);
if (Input.GetButtonDown("Jump"))
{
animator.SetTrigger(JumpTrigger);
}
}
}
Animation Rigging
[RequireComponent(typeof(RigBuilder))]
public class AimRig : MonoBehaviour
{
[SerializeField] private MultiAimConstraint aimConstraint;
[SerializeField] private Transform aimTarget;
public void SetAimWeight(float weight)
{
aimConstraint.weight = weight;
}
}
Best Practices
- Use parameter hashes for performance
- Organize layers by body part
- Use avatar masks for partial animations
- Profile animator updates
- Use sub-state machines for organization