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unity-animator

Unity动画控制器管理。当用户想要创建动画控制器、添加参数、播放动画或控制动画状态机时使用。触发词:animation, animator, controller, parameter, state machine, blend tree, animation clip, 动画, 动画控制器, 状态机.

person作者: jakexiaohubgithub

Unity Animator Skills

Control Unity's animation system - create controllers, manage parameters, and control playback.

Guardrails

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 import
  • animator_set_speed does not exist → use component_set_property on Animator component with propertyName="speed"

Routing:

  • For Timeline animation → use timeline module
  • For component properties on Animator → use component module
  • For animation import settings → use importer module

Skills Overview

| 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 |


Parameter Types

| 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 |


Skills

animator_create_controller

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}

animator_add_parameter

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 |

animator_get_parameters

Get all parameters from a controller.

| Parameter | Type | Required | Description | |-----------|------|----------|-------------| | controllerPath | string | Yes | Controller asset path |

Returns: {success, parameters: [{name, type, defaultFloat/defaultBool/...}]}

animator_set_parameter

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)

animator_play

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) |

animator_get_info

Get Animator component information.

| Parameter | Type | Required | Description | |-----------|------|----------|-------------| | name | string | Yes | GameObject name |

Returns: {success, hasController, controllerName, parameters, currentState}

animator_assign_controller

Assign a controller to a GameObject.

| Parameter | Type | Required | Description | |-----------|------|----------|-------------| | name | string | Yes | GameObject name | | controllerPath | string | Yes | Controller asset path |

animator_list_states

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}]}

animator_add_state

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}

animator_add_transition

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}


Example: Complete Animation Setup

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")

Best Practices

  1. Create controller before adding parameters
  2. Use meaningful parameter names
  3. Triggers reset automatically after firing
  4. Set parameters before playing states
  5. Use layers for independent animations (body + face)
  6. States must exist in controller before playing

Exact Signatures

Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.