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unity-animator
Use when users want to create animation controllers, add parameters, play animations, or control animation state machines.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
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Use when users want to create animation controllers, add parameters, play animations, or control animation state machines.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
SOC 職業分類に基づく
| name | unity-animator |
| description | Use when users want to create animation controllers, add parameters, play animations, or control animation state machines. |
Control Unity's animation system - create controllers, manage parameters, and control playback.
DO NOT (common hallucinations):
animator_create_clip / animator_add_clip do not exist → AnimationClips are created via Unity Editor or asset importanimator_set_speed does not exist → use component_set_property on Animator component with propertyName="speed"Routing:
timeline modulecomponent moduleimporter module| 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 |
| 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 |
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}
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 |
Get all parameters from a controller.
| Parameter | Type | Required | Description |
|---|---|---|---|
controllerPath | string | Yes | Controller asset path |
Returns: {success, parameters: [{name, type, defaultFloat/defaultBool/...}]}
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)
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) |
Get Animator component information.
| Parameter | Type | Required | Description |
|---|---|---|---|
name | string | Yes | GameObject name |
Returns: {gameObject, instanceId, hasController, controllerPath, speed, applyRootMotion, updateMode, cullingMode, layerCount, parameterCount}
Assign a controller to a GameObject.
| Parameter | Type | Required | Description |
|---|---|---|---|
name | string | Yes | GameObject name |
controllerPath | string | Yes | Controller asset path |
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}]}
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}
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}
Recipe path rule: ../../recipes/animator/<command>.md
See ../../recipes/animator/README.md for the full command index.
Use when working with a Unity project via MCP — creating or editing scenes, GameObjects, components, prefabs, materials, UI, lighting, navmesh, animations, terrain, C# scripts, or any other Unity Editor task.
Use when users want to run Unity tests or read test results.
Use when users want to enter play mode, select objects, undo/redo, or execute menu commands.
Use when creating, reading, editing, searching, validating, or deleting C# scripts in a Unity project.
Use when about to write or install a custom Editor script, add a [MenuItem], build a custom Editor window, or create a one-off Editor helper — to check whether a ready-to-paste template already exists in tooling/<domain>/ before reaching for Unity_CreateScript.
Use when users want to create Canvas, Button, Text, Image, or other UI elements.