用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
直接命令不会经过审查 Prompt;运行前请先检查来源。
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-animator命令会保持在同一行。复制前请横向滚动并检查完整内容。
想先保存到本地?可下载 SkillsMP 当前能够提供的文件。
正在显示 SKILL.md
基于 SOC 职业分类
| name | unity-animator |
| description | Edit Unity Animator Controllers and drive runtime parameters |
Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via
GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
Control Unity's Mecanim system — create Animator Controllers, add layers' states / transitions / parameters, assign controllers to GameObjects, set parameters at runtime, and play states.
animator_get_parameters / animator_get_info / animator_list_states,源码标 SkillMode.SemiAuto)直接执行;其余变更类(create_controller / add_parameter / set_parameter / play / assign_controller / add_state / add_transition,标 SkillMode.FullAuto)需用户 grant,grant 后服务端一步执行返结果。animator_set_parameter / animator_play 作用于场景中已挂 Animator 的 GameObject;如果当前不在 Play mode,状态机只在 Editor 预览模式推进,效果与 runtime 不完全等价。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: {controller, parameters: [{name, type, defaultFloat, defaultInt, defaultBool}]}
Set a parameter value at runtime (supports name/instanceId/path).
| Parameter | Type | Required | Description |
|---|---|---|---|
name | string | No* | GameObject name |
instanceId | int | No* | GameObject instance ID |
path | string | No* | GameObject hierarchy path |
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 |
*At least one identifier required. Use the appropriate value for paramType (trigger doesn't need a value).
Play a specific animation state (supports name/instanceId/path).
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
name | string | No* | - | GameObject name |
instanceId | int | No* | 0 | GameObject instance ID |
path | string | No* | null | GameObject hierarchy path |
stateName | string | Yes | - | Animation state name |
layer | int | No | 0 | Animator layer |
normalizedTime | float | No | 0 | Start time (0-1) |
*At least one identifier required.
Get Animator component information (supports name/instanceId/path).
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
name | string | No | null | GameObject name |
instanceId | int | No | 0 | GameObject instance ID |
path | string | No | null | GameObject hierarchy path |
Returns: {gameObject, instanceId, hasController, controllerPath, speed, applyRootMotion, updateMode, cullingMode, layerCount, parameterCount}
Assign a controller to a GameObject (supports name/instanceId/path).
| Parameter | Type | Required | Description |
|---|---|---|---|
name | string | No* | GameObject name |
instanceId | int | No* | GameObject instance ID |
path | string | No* | GameObject hierarchy path |
controllerPath | string | Yes | Controller asset path |
*At least one identifier required.
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: {controller, layer, layerName, stateCount, states: [{name, tag, speed, hasMotion}]}
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}
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")
Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.