Unity Animation (Animator / Mecanim)
SkillAI & modelsYour AI can set up and control character animation in Unity 6.3 LTS for you. It works with Animator Controllers, covering states, transitions, parameters, blend trees, animation layers, and humanoid Avatar IK. This helps when you need to wire an Animator, set parameters from script, or get characters moving smoothly.
Available today. Use it from your connected AI after setup.
No other account needed.
Add the skill, then ask your AI to wire up an Animator or build a blend tree for your character. Describe what you want animated and it will guide the setup.
Then ask your AI: use the Unity Animation (Animator / Mecanim) skill
What your AI can do with it
- Set up Animator Controllers with states and transitions
- Build blend trees for smooth movement animations
- Set animation parameters from script using SetFloat, SetBool, and SetTrigger
- Organize animations across animation layers
- Configure humanoid Avatar IK for character poses
What this skill tells your AI
The instructions your AI receives, as published by gamedev-skills/awesome-gamedev-agent-skills in skills/unity/unity-animation/SKILL.md and read by ahel’s review.
Control animation state with Unity 6.3 LTS's Animator and Animator Controllers: parameters,
transitions, blend trees, layers, and humanoid IK. Targets Unity 6.3 LTS (6000.3).
When to use
- Use when connecting animation clips into a state machine, driving them from script via parameters, blending locomotion (idle→walk→run), layering an upper-body action over movement, or adding foot/hand IK on a humanoid rig.
- Use when the project has
*.controller(Animator Controller) and*.animassets, or a rigged model with an Avatar.
When not to use: simple non-skeletal value tweens (UI fades, position lerps) are better
done with a tween/coroutine — see unity-csharp-scripting. Timeline cutscenes are a separate
tool. 2D sprite frame animation also uses the Animator but with sprite keyframes.
Core workflow
- Add an
Animatorto the model and assign an Animator Controller; for a humanoid model, set its rig to Humanoid so it has an Avatar (enables retargeting and IK). - Define parameters on the controller —
Float(Speed),Bool(IsGrounded),Int,Trigger(Jump) — and states with transitions whose conditions read those parameters. - Set parameters from script, never poke states directly:
SetFloat,SetBool,SetInteger,SetTrigger. The state machine resolves transitions for you. - Blend continuous motion with a Blend Tree (one
Floatlike Speed drives idle↔walk↔run) instead of many discrete states + transitions. - Layer additive/override motion (e.g. an upper-body "aim" layer with an Avatar Mask) and
control its
layerWeight. - Verify in the Animator window during Play mode — the live state highlights and parameter values update, so you can see exactly which transition fired (or didn't).
Patterns
1. Drive locomotion + a one-shot action from script
using UnityEngine;
[RequireComponent(typeof(Animator))]
public class CharacterAnim : MonoBehaviour
{
private Animator _anim;
// Cache parameter hashes — faster and typo-proof vs string lookups every frame.
private static readonly int Speed = Animator.StringToHash("Speed");
private static readonly int IsGrounded= Animator.StringToHash("IsGrounded");
private static readonly int Jump = Animator.StringToHash("Jump");
private void Awake() => _anim = GetComponent<Animator>();
public void Tick(float planarSpeed, bool grounded)
{
_anim.SetFloat(Speed, planarSpeed); // drives a 1D blend tree (idle/walk/run)
_anim.SetBool(IsGrounded, grounded); // gates a falling/landing transition
}
public void DoJump() => _anim.SetTrigger(Jump); // fire-and-forget; auto-resets after use
}
2. Smooth a noisy input into a blend parameter
// dampTime smooths Speed so the blend tree doesn't snap; great for analog sticks.
_anim.SetFloat(Speed, targetSpeed, 0.1f /* dampTime */, Time.deltaTime);
3. Play / cross-fade a state directly (bypassing parameter conditions)
// Useful for hit reactions where you want an immediate, explicit transition.
_anim.CrossFade("Hit", 0.1f); // blend over 0.1s normalized
// Or jump instantly: _anim.Play("Hit");
4. Wait until the current state finishes
private System.Collections.IEnumerator AfterAttack()
{
var info = _anim.GetCurrentAnimatorStateInfo(0); // layer 0
yield return new WaitForSeconds(info.length); // approximate clip length
// ...follow-up logic
}
Pitfalls
SetTriggermissed or "sticks" — triggers are consumed by the next satisfied transition and auto-reset; if no transition consumes it, it can fire later unexpectedly. UseResetTriggerto clear, or prefer aBoolwhen the condition is a sustained state.- String parameter typos fail silently — a misspelled name just does nothing. Use
Animator.StringToHashand cache the int hashes. - Transition feels laggy —
Has Exit Timemakes the transition wait for the clip to reach a normalized time. Uncheck it for responsive, condition-driven transitions (jump, hit). - Character slides or won't move —
Apply Root Motionis on but your code also moves the transform (or vice versa). Decide: root motion or scripted movement, not both. - Upper-body layer overrides the whole body — set the layer's Blend mode (Override vs
Additive), assign an Avatar Mask, and tune
layerWeight(0–1). - IK does nothing — IK only applies inside
OnAnimatorIK, requires "IK Pass" enabled on the layer, and needs a Humanoid Avatar.
References
- For blend trees (1D vs 2D Freeform/Directional), animation layers + Avatar Masks,
and humanoid IK (
OnAnimatorIK,SetIKPositionWeight,SetIKPosition, look-at), readreferences/blend-trees-and-ik.md. - Primary docs: Unity Manual "Animation" section and
ScriptReference/Animator.
Related skills
unity-csharp-scripting— the MonoBehaviour and coroutine timing used above.unity-physics— moving the body that the animation visualises.game-ai— deciding when to play which animation state.
Signals
- GitHub stars
- 967
- Forks
- 76
- Last commit
- Sep 2026
Advanced
- Catalog kind
- skill
- Gateway key
unity-animation- Source
- github.com/gamedev-skills/awesome-gamedev-agent-skills