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Drives Unity 6 character animation with Animator Controllers: states, transitions, parameters, blend trees, layers, and humanoid Avatar IK.
How this skill is triggered — by the user, by Claude, or both
Slash command
/workflows:unity-animationThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Control animation state with Unity 6's `Animator` and Animator Controllers: parameters,
Control animation state with Unity 6's Animator and Animator Controllers: parameters,
transitions, blend trees, layers, and humanoid IK. Targets Unity 6 (6000.0 LTS).
*.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.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
}
// dampTime smooths Speed so the blend tree doesn't snap; great for analog sticks.
_anim.SetFloat(Speed, targetSpeed, 0.1f /* dampTime */, Time.deltaTime);
// Useful for hit reactions where you want an immediate, explicit transition.
_anim.CrossFade("Hit", 0.1f); // blend over 0.1s normalized
// Or jump instantly: _anim.Play("Hit");
private System.Collections.IEnumerator AfterAttack()
{
var info = _anim.GetCurrentAnimatorStateInfo(0); // layer 0
yield return new WaitForSeconds(info.length); // approximate clip length
// ...follow-up logic
}
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.npx claudepluginhub gamedev-skills/awesome-gamedev-agent-skills --plugin gamedevUnity 6 animation system guide. Use when working with Animator Controllers, animation state machines, blend trees, animation clips, Avatar system, humanoid rigs, root motion, animation events, Timeline, or Cinemachine. Based on Unity 6.3 LTS documentation.
Designs and optimizes real-time game animation systems including skeletal animation, blend trees, state machines, IK, root motion, and retargeting.
Implements animations in Godot 4.3+ using AnimationPlayer and AnimationTree, covering blend trees, state machines, sprite animation, and code-driven motion.