npx skills add ...
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-animation
Drive Unity 6.3 LTS character animation with Animator Controllers: states, transitions, parameters, blend trees, animation layers, and humanoid Avatar IK. Use when wiring an Animator, setting parameters from script (SetFloat/SetBool/SetTrigger), building blend trees, or when the user mentions Animator, Mecanim, state machine, blend tree, or .controller.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-animation
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).
*.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.
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).Float (Speed), Bool (IsGrounded), Int,
Trigger (Jump) — and states with transitions whose conditions read those parameters.SetFloat, SetBool,
SetInteger, SetTrigger. The state machine resolves transitions for you.Float like Speed drives idle↔walk↔run)
instead of many discrete states + transitions.layerWeight.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.Animator.StringToHash and cache the int hashes.Has Exit Time makes the transition wait for the clip to reach
a normalized time. Uncheck it for responsive, condition-driven transitions (jump, hit).Apply Root Motion is on but your code also moves the
transform (or vice versa). Decide: root motion or scripted movement, not both.layerWeight (0–1).OnAnimatorIK, requires "IK Pass" enabled on
the layer, and needs a Humanoid Avatar.OnAnimatorIK, SetIKPositionWeight, SetIKPosition, look-at), read
references/blend-trees-and-ik.md.ScriptReference/Animator.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.