addressables-design
Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Edit Unity Animator Controllers and drive runtime parameters
$ npx -y skills add Besty0728/Unity-Skills --skill animator --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/animatorContext preview
The summary Claude sees to decide when to auto-load this skill.
Edit Unity Animator Controllers and drive runtime parameters
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.
Control Unity's Mecanim system — create Animator Controllers, add layers' states / transitions / parameters, assign controllers to GameObjects, set parameters at runtime, and play states.
**DO NOT** (common hallucinations):
**Routing**:
| 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 | | `i
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Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based)