Mode d’emploi
- Copiez la commande et examinez le paquet avant de l’installer dans votre environnement agent.
- Consultez le document original pour les outils, identifiants et environnements requis.
- Décrivez les entrées et le livrable souhaité ; comparez la sortie aux sources.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill unity-animationAvant de commencer
- L’installation n’inclut ni abonnement au modèle, ni quota API, ni accès aux fichiers.
- Étoiles et installations reflètent l’activité, pas un test indépendant de qualité ou de sécurité.
Rendu depuis le dépôt source en conservant titres, exemples, code, tableaux, liens et images.
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*.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 `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).
- 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); // 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
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 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).
- 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.

