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unity-animator

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Edit Unity Animator Controllers and control runtime parameters — manage states, transitions, layers, and parameters (float/int/bool/trigger). Use when setting up or wiring an Animator, adjusting animation state machines, or driving animation parameters at runtime, even if the user just mentions "动画" or "状态机". 编辑 Unity Animator Controller 并控制运行时参数(状态、过渡、层、参数 float/int/bool/trigger);当用户要搭建或连接 Animator、调整动画状态机、或在运行时驱动动画参数时使用。

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How to use this skill

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Source SKILL.md: https://github.com/Besty0728/Unity-Skills/blob/HEAD/SkillsForUnity/unity-skills~/skills/animator/SKILL.md

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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_clip do not exist → AnimationClips are created via Unity Editor or asset import
  • animator_set_speed does not exist → use component_set_property on Animator component with propertyName="speed"

Routing:

  • For Timeline animation → use timeline module
  • For component properties on Animator → use component module
  • For animation import settings → use importer module

Skills Overview

SkillDescription
animator_create_controllerCreate new Animator Controller
animator_add_parameterAdd parameter to controller
animator_get_parametersList all parameters
animator_set_parameterSet parameter value at runtime
animator_playPlay animation state
animator_get_infoGet Animator component info
animator_assign_controllerAssign controller to GameObject
animator_list_statesList states in controller
animator_add_stateAdd a state to a controller layer
animator_add_transitionAdd a transition between two states

Parameter Types

TypeDescriptionExample Use
floatDecimal valueSpeed, blend weights
intInteger valueState index
boolTrue/falseIsGrounded, IsRunning
triggerOne-shot signalJump, Attack

Skills

animator_create_controller

Create a new Animator Controller.

ParameterTypeRequiredDefaultDescription
namestringYes-Controller name
folderstringNo"Assets/Animations"Save folder

Returns: {success, name, path}

animator_add_parameter

Add a parameter to a controller.

ParameterTypeRequiredDefaultDescription
controllerPathstringYes-Controller asset path
paramNamestringYes-Parameter name
paramTypestringYes-float/int/bool/trigger
defaultFloatfloatNo0Initial float value
defaultIntintNo0Initial int value
defaultBoolboolNofalseInitial bool value

animator_get_parameters

Get all parameters from a controller.

ParameterTypeRequiredDescription
controllerPathstringYesController asset path

Returns: {controller, parameters: [{name, type, defaultFloat, defaultInt, defaultBool}]}

animator_set_parameter

Set a parameter value at runtime (supports name/instanceId/path).

ParameterTypeRequiredDescription
namestringNo*GameObject name
instanceIdintNo*GameObject instance ID
pathstringNo*GameObject hierarchy path
paramNamestringYesParameter name
paramTypestringYesfloat/int/bool/trigger
floatValuefloatNo*Float value
intValueintNo*Integer value
boolValueboolNo*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).

ParameterTypeRequiredDefaultDescription
namestringNo*-GameObject name
instanceIdintNo*0GameObject instance ID
pathstringNo*nullGameObject hierarchy path
stateNamestringYes-Animation state name
layerintNo0Animator layer
normalizedTimefloatNo0Start time (0-1)

*At least one identifier required.

animator_get_info

Get Animator component information (supports name/instanceId/path).

ParameterTypeRequiredDefaultDescription
namestringNonullGameObject name
instanceIdintNo0GameObject instance ID
pathstringNonullGameObject 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).

ParameterTypeRequiredDescription
namestringNo*GameObject name
instanceIdintNo*GameObject instance ID
pathstringNo*GameObject hierarchy path
controllerPathstringYesController asset path

*At least one identifier required.

animator_list_states

List all states in a controller layer.

ParameterTypeRequiredDefaultDescription
controllerPathstringYes-Controller asset path
layerintNo0Layer index

Returns: {controller, layer, layerName, stateCount, states: [{name, tag, speed, hasMotion}]}

animator_add_state

Add a state to an Animator Controller layer.

ParameterTypeRequiredDefaultDescription
controllerPathstringYes-Controller asset path
stateNamestringYes-Name for the new state
clipPathstringNonullAnimation clip asset path to assign
layerintNo0Layer index

Returns: {success, controller, stateName, layer}

animator_add_transition

Add a transition between two states in an Animator Controller.

ParameterTypeRequiredDefaultDescription
controllerPathstringYes-Controller asset path
fromStatestringYes-Source state name
toStatestringYes-Destination state name
layerintNo0Layer index
hasExitTimeboolNotrueWhether transition waits for exit time
durationfloatNo0.25Transition 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

  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

Exact Signatures

Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.