unity-animator
Skill7 starsChanged 7 months agoMITView on GitHub
Use when users want to create animation controllers, add parameters, play animations, or control animation state machines.
In this repository34 other files it gives its agents.
- unity-mcp-skillsSkill
- unity-assetSkill
- unity-cameraSkill
- unity-cinemachineSkill
- unity-cleanerSkill
- unity-componentSkill
- unity-consoleSkill
- unity-editorSkill
- unity-eventSkill
- unity-gameobjectSkill
- unity-importerSkill
- unity-lightSkill
- unity-materialSkill
- unity-navmeshSkill
- unity-optimizationSkill
- unity-packageSkill
- unity-perceptionSkill
- unity-physicsSkill
- unity-prefabSkill
- unity-probuilderSkill
- unity-projectSkill
- unity-sceneSkill
- unity-scriptableobjectSkill
- unity-scriptSkill
- unity-shaderSkill
- unity-smartSkill
- unity-terrainSkill
- unity-testSkill
- unity-timelineSkill
- unity-toolingSkill
- unity-uiSkill
- unity-uitoolkitSkill
- unity-validationSkill
- unity-xrSkill
The file
We split this skill into the rules it gives an agent
7 rules. About 0 are common, 7 are distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈7
Distinctive · estimate
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 55
Create a new Animator Controller.
- Distinctive: line 65
Add a parameter to a controller.
- Distinctive: line 137
Add a state to an Animator Controller layer.
- Distinctive: line 149
Add a transition between two states in an Animator Controller.
- Distinctive: line 172
Create controller before adding parameters
- Distinctive: line 173
Use meaningful parameter names
- Distinctive: line 176
Use layers for independent animations (body + face)
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Unity Animator Skills
Overview
Control Unity's animation system - create controllers, manage parameters, and control playback.
Common Mistakes
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: {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: {gameObject, instanceId, hasController, controllerPath, speed, applyRootMotion, updateMode, cullingMode, layerCount, parameterCount}
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}
Recipe Path
Recipe path rule: ../../recipes/animator/<command>.md
See ../../recipes/animator/README.md for the full command index.
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
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