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AlexeyPerov/Unity-Open-MCP/skills/extensions/animation/SKILL.md

Skill for AI agents driving Unity AnimationClip and AnimatorController assets in a project through the unity-open-mcp MCP server. This domain is embedded in the bridge and opt-in. Its tools compile in when the built-in animation module is present (the bridge sets UNITYOPENMCPEXTANIMATION automatically — no extra Unity package is needed). Its tool group is hidden from ListTools until the connected session activates it. - Unity Editor is open with the target project. - unityopenmcpping returns connected: true. - The animation…

Skill15 starsChanged 3 months ago

What's in it

  1. Unity Open MCP — Animation Extension
  2. Preconditions
  3. Tool prefixes
  4. Two separate authoring domains
  5. Always get before you modify
  6. Modification batch format
  7. AnimationClip modification types
  8. AnimatorController modification types
  9. Canonical workflows
  10. Author an AnimationClip curve
  11. Build an AnimatorController
  12. Common recipes
  13. Error codes
  14. Tool reference
# Unity Open MCP — Animation Extension

Skill for AI agents driving Unity AnimationClip and AnimatorController assets in a project through the `unity-open-mcp` MCP server.

> This domain is **embedded** in the bridge and **opt-in**. Its tools compile in
> when the built-in animation module is present (the bridge sets
> `UNITY_OPEN_MCP_EXT_ANIMATION` automatically — no extra Unity package is
> needed). Its tool group is **hidden** from `ListTools` until the connected
> session activates it.

## Preconditions

- Unity Editor is open with the target project.
- `unity_open_mcp_ping` returns `connected: true`.
- The `animation` tool group is activated — call
  `unity_open_mcp_manage_tools(action="activate", group="animation")` before
  invoking any `animation_*` or `animator_*` tool.
  Fresh sessions start with two default-on groups (`core` and `gate-and-verify`); activate the other groups you need on demand.

## Tool prefixes

- AnimationClip tools use `unity_open_mcp_animation_*`.
- AnimatorController tools use `unity_open_mcp_animator_*`.

All four mutators run the full gate path with `paths_hint` scoped to the asset path (`.anim` or `.controller`); the two read tools are gate-free. The two modify tools are DESTRUCTIVE — some modification types (ClearCurves / ClearEvents / RemoveCurve on clips, RemoveParameter / RemoveLayer / RemoveState / RemoveTransition on controllers) are irreversible without undo.

## Two separate authoring domains

The pack treats **clip authoring** and **controller (state-machine) authoring** as separate workflows:

| Workflow | Tools |
|---|---|
| AnimationClip authoring | `animation_create` → `animation_modify` (curves, events, frame rate, wrap mode) → `animation_get_data` |
| AnimatorController authoring | `animator_create` → `animator_modify` (parameters, layers, states, transitions) → `animator_get_data` |

The two are linked via `SetStateMotion` on the controller side — that's how a clip becomes the motion of a state.

## Always get before you modify

Both `*_get_data` tools are cheap (gate-free, read-only). Call them first to discover:

- **clips**: valid `(path, propertyName, type)` tuples for `SetCurve` / `RemoveCurve` entries (see `curveBindings` / `objectReferenceCurveBindings` in the response).
- **controllers**: valid layer / state / parameter names for the controller-side modifications.

## Modification batch format

Both modify tools accept `modifications_json` — a JSON **array** of modification entries dispatched by `type`. Per-entry errors are accumulated in the response's `errors` array and do **not** abort the batch; the valid subset still applies and is reported in `applied`.

### AnimationClip modification types

| type | required fields | notes |
|---|---|---|
| `SetCurve` | `componentType`, `propertyName`, `keyframes: [{time, value, inTangent?, outTangent?}]` | `relativePath` is optional (root if omitted). `componentType` may be a bare name (`Transform`) or a full name (`UnityEngine.Transform`). |
| `RemoveCurve` | `componentType`, `propertyName` | `relativePath` optional. |
| `ClearCurves` | — | Removes every curve. |
| `SetFrameRate` | `frameRate` | |
| `SetWrapMode` | `wrapMode` | Default / Once / Loop / PingPong / ClampForever. |
| `SetLegacy` | `legacy` (bool) | Toggles the legacy animation flag. |
| `AddEvent` | `time`, `functionName` | `floatParameter` / `intParameter` / `stringParameter` optional. |
| `ClearEvents` | — | Removes every event. |

### AnimatorController modification types

| type | required fields | notes |
|---|---|---|
| `AddParameter` | `parameterName`, `parameterType` (Float/Int/Bool/Trigger) | `defaultFloat` / `defaultInt` / `defaultBool` optional. |
| `RemoveParameter` | `parameterName` | |
| `AddLayer` | `layerName` | |
| `RemoveLayer` | `layerName` | |
| `AddState` | `layerName`, `stateName` | `motionAssetPath` optional (assigns the clip immediately). |
| `RemoveState` | `layerName`, `stateName` | |
| `SetDefaultState` | `layerName`, `stateName` | |
| `AddTransition` | `layerName`, `sourceStateName`, `destinationStateName` | `hasExitTime` / `exitTime` / `duration` / `hasFixedDuration` / `conditions: [{parameter, mode, threshold?}]` optional. |
| `RemoveTransition` | `layerName`, `sourceStateName`, `destinationStateName` | |
| `AddAnyStateTransition` | `layerName`, `destinationStateName` | Same optional fields as `AddTransition`. |
| `SetStateMotion` | `layerName`, `stateName`, `motionAssetPath` | `motionAssetPath` is an `Assets/`-rooted `.anim` path. |
| `SetStateSpeed` | `layerName`, `stateName`, `speed` | |

Condition `mode` values: `If` / `IfNot` (Trigger / Bool), `Greater` / `Less` (Float / Int), `Equals` / `NotEqual` (Int).

## Canonical workflows

### Author an AnimationClip curve

1. **Create** — `unity_open_mcp_animation_create` with `asset_paths: ["Assets/Anims/Idle.anim"]`. Capture the path.
2. **Inspect** — `unity_open_mcp_animation_get_data` (empty clip — `empty: true`).
3. **Set a curve** — `unity_open_mcp_animation_modify` with `modifications_json: "[{\"type\":\"SetCurve\",\"componentType\":\"UnityEngine.Transform\",\"propertyName\":\"m_LocalPosition.x\",\"keyframes\":[{\"time\":0,\"value\":0},{\"time\":1,\"value\":2}]}]"`.
4. **Re-read** — `animation_get_data` shows `curveBindings` with `keyframeCount: 2`.

### Build an AnimatorController

1. **Create** — `unity_open_mcp_animator_create` with `asset_paths: ["Assets/Animators/Player.controller"]`.
2. **Add parameters + states** — `unity_open_mcp_animator_modify` with a batch:
   ```json
   [
     {"type":"AddParameter","parameterName":"Speed","parameterType":"Float"},
     {"type":"AddState","layerName":"Base Layer","stateName":"Idle"},
     {"type":"AddState","layerName":"Base Layer","stateName":"Run","motionAssetPath":"Assets/Anims/Run.anim"},
     {"type":"SetDefaultState","layerName":"Base Layer","stateName":"Idle"},
     {"type":"AddTransition","layerName":"Base Layer","sourceStateName":"Idle","destinationStateName":"Run","hasExitTime":false,"conditions":[{"parameter":"Speed","mode":"Greater","threshold":0.1}]}
   ]
   ```
3. **Re-read** — `animator_get_data` shows the new states, default state, and transition with its condition.

### Common recipes

- **Looping clip**: `SetWrapMode` → `Loop`, plus `SetFrameRate` → `30`.
- **Footstep event**: `AddEvent` with `time: 0.5`, `functionName: "OnFootstep"`.
- **Blend tree stand-in**: a controller with two states (`Idle`, `Run`) + a `Float` parameter `Speed` + an `Idle→Run` transition conditioned on `Speed > 0.1` and a `Run→Idle` transition conditioned on `Speed < 0.1`.

## Error codes

| Code | Meaning |
|---|---|
| `paths_hint_required` | Mutating tool called with no `paths_hint`. |
| `missing_parameter` | Missing `asset_paths` (create) or `modifications_json` (modify). |
| `invalid_asset_path` | `asset_path` is not `Assets/`-rooted with the right extension. |
| `asset_not_found` | Asset does not exist at the path (create it first). |
| `invalid_modifications_json` | `modifications_json` is not a JSON array. |

Per-entry modification errors (unknown type, missing required field, bad enum value, unresolved component type, layer/state/parameter not found) do **not** fail the call — they land in the response's `errors` array (indexed `[i] type: message`), and the valid subset still applies.

## Tool reference

| Tool | Mutating | Destructive | Lifecycle | Notes |
|---|---|---|---|---|
| `animation_create` | yes | no | editor_settle | Empty AnimationClip assets. |
| `animation_get_data` | no | no | none | Clip metadata + curves + events. |
| `animation_modify` | yes | **yes** | editor_settle | Batch modification (8 types). |
| `animator_create` | yes | no | editor_settle | Empty AnimatorController assets. |
| `animator_get_data` | no | no | none | Controller name + parameters + layers + states + transitions. |
| `animator_modify` | yes | **yes** | editor_settle | Batch modification (12 types). |

Every mutating tool requires a non-empty `paths_hint` scoped to the asset path — the gate has no whole-project fallback.

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