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/animator

Edit Unity Animator Controllers and drive runtime parameters

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unity-skills
1.9k83 skills4 commands

Claude Code

$ npx -y skills add Besty0728/Unity-Skills --skill animator --agent claude-code

SKILL.md

animator.SKILL.md
name: unity-animator
description: Edit Unity Animator Controllers and drive runtime parameters

> **Before calling any skill in this module:** if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via `GET /skills/recommend?includeSchema=true`) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.

Triggers

  • Setting up or wiring an Animator
  • Adjusting animation state machines
  • Driving animation parameters at runtime
  • 搭建或连接 Animator、调整动画状态机、运行时驱动动画参数

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

| 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 | No | float | 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**: `{controller, parameters: [{name, type, defaultFloat, defaultInt, defaultBool}]}`

animator_set_parameter

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 | No | float/int/bool/trigger (default: float) | | `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).

animator_play

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.

animator_get_info

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}`

animator_assign_controller

Assign a controller to a GameObject (supports `name`/`instanceId`/`path`).

| Parameter | Type | Required | Description | |-----------|------|----------|-------------| | `name` | string | No* | Gam

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Questions about animator.

Which coding agents can use animator?
animator installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.