Unity Animator Controller management. Use when users want to create animation controllers, add parameters, play animations, or control animation state machines. Triggers: animation, animator, controller, parameter, state machine, blend tree, animation clip, 动画, 动画控制器, 状态机.
Control Unity's animation system - create controllers, manage parameters, and control playback.
Mode: Full-Auto required
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: {success, parameters: [{name, type, defaultFloat/defaultBool/...}]}
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)
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) |
Get Animator component information.
| Parameter | Type | Required | Description |
|---|---|---|---|
name | string | Yes | GameObject name |
Returns: {success, hasController, controllerName, parameters, currentState}
Assign a controller to a GameObject.
| Parameter | Type | Required | Description |
|---|---|---|---|
name | string | Yes | GameObject name |
controllerPath | string | Yes | Controller asset path |
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}]}
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.