gamedev-skills/awesome-gamedev-agent-skills

unity-animation

Drive Unity 6.3 LTS character animation with Animator Controllers: states, transitions, parameters, blend trees, animation layers, and humanoid Avatar IK.

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How to use

  1. Copy the installation command and review the source package before installing it in your own agent environment.
  2. Check the source document for required tools, credentials and supported hosts.
  3. Describe your input and desired deliverable; review the output against the source material.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill unity-animation

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  • Repository stars and installation counts describe activity, not an independent quality or security test.
Original skill document

Rendered from the source repository. Headings, examples, code, tables, links, and referenced images are preserved.

Unity Animation (Animator / Mecanim)

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 *.anim assets, 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

  1. Add an `Animator` to 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).

  1. Define parameters on the controller — Float (Speed), Bool (IsGrounded), Int,

Trigger (Jump) — and states with transitions whose conditions read those parameters.

  1. Set parameters from script, never poke states directly: SetFloat, SetBool,

SetInteger, SetTrigger. The state machine resolves transitions for you.

  1. Blend continuous motion with a Blend Tree (one Float like Speed drives idle↔walk↔run)

instead of many discrete states + transitions.

  1. Layer additive/override motion (e.g. an upper-body "aim" layer with an Avatar Mask) and

control its layerWeight.

  1. 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

csharp
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

csharp
// 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)

csharp
// Useful for hit reactions where you want an immediate, explicit transition.
_anim.CrossFade("Hit", 0.1f);                    // 0.1 = 10% of the state's length, not seconds
_anim.CrossFadeInFixedTime("Hit", 0.15f);        // duration in seconds
// Or jump instantly:  _anim.Play("Hit");

4. Wait until the current state finishes

csharp
private System.Collections.IEnumerator AfterAttack()
{
    yield return null;                                 // let the Animator start the transition
    // During a transition the "current" state is the one being left; read the next one.
    var info = _anim.IsInTransition(0)
        ? _anim.GetNextAnimatorStateInfo(0)
        : _anim.GetCurrentAnimatorStateInfo(0);        // layer 0
    yield return new WaitForSeconds(info.length);      // seconds; approximate, varies in blend trees
    // ...follow-up logic
}

Pitfalls

  • `SetTrigger` missed or "sticks" — triggers are consumed by the next satisfied transition

and auto-reset; if no transition consumes it, it can fire later unexpectedly. Use ResetTrigger to clear, or prefer a Bool when the condition is a sustained state.

  • String parameter typos fail silently — a misspelled name just does nothing. Use

Animator.StringToHash and cache the int hashes.

  • Transition feels laggy — Has Exit Time makes 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 Motion is 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).

  • A cross-fade is much slower or faster than expected — CrossFade's duration is

normalized to the state's length. Use CrossFadeInFixedTime to give the duration in seconds.

  • 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), read references/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.
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