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。
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-animator
Control Unity's Mecanim system — create Animator Controllers, add layers' states / transitions / parameters, assign controllers to GameObjects, set parameters at runtime, and play states.
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。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 importanimator_set_speed does not exist → use component_set_property on Animator component with propertyName="speed"Routing:
timeline modulecomponent moduleimporter module| 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 |
| 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 |
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}
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 |
Get all parameters from a controller.
| Parameter | Type | Required | Description |
|-----------|------|----------|-------------|
| controllerPath | string | Yes | Controller asset path |
Returns: {controller, parameters: [{name, type, defaultFloat, defaultInt, defaultBool}]}
Set a parameter value at runtime (supports name/instanceId/path).
| Parameter | Type | Required | Description |
|-----------|------|----------|-------------|
| name | string | No* | GameObject name |
| instanceId | int | No* | GameObject instance ID |
| path | string | No* | GameObject hierarchy path |
| 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 |
*At least one identifier required. Use the appropriate value for paramType (trigger doesn't need a value).
Play a specific animation state (supports name/instanceId/path).
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| name | string | No* | - | GameObject name |
| instanceId | int | No* | 0 | GameObject instance ID |
| path | string | No* | null | GameObject hierarchy path |
| stateName | string | Yes | - | Animation state name |
| layer | int | No | 0 | Animator layer |
| normalizedTime | float | No | 0 | Start time (0-1) |
*At least one identifier required.
Get Animator component information (supports name/instanceId/path).
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| name | string | No | null | GameObject name |
| instanceId | int | No | 0 | GameObject instance ID |
| path | string | No | null | GameObject hierarchy path |
Returns: {gameObject, instanceId, hasController, controllerPath, speed, applyRootMotion, updateMode, cullingMode, layerCount, parameterCount}
Assign a controller to a GameObject (supports name/instanceId/path).
| Parameter | Type | Required | Description |
|-----------|------|----------|-------------|
| name | string | No* | GameObject name |
| instanceId | int | No* | GameObject instance ID |
| path | string | No* | GameObject hierarchy path |
| controllerPath | string | Yes | Controller asset path |
*At least one identifier required.
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: {controller, layer, layerName, stateCount, states: [{name, tag, speed, hasMotion}]}
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}
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}
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")
Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.
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Take besty0728/unity-animator from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.