Unity Animator logo

Unity Animator

CommunityPopular
Besty0728
unity-animator

Edit Unity Animator Controllers and drive runtime parameters

Overview

PublisherBesty0728
RepositoryUnity-Skills
Skill nameunity-animator
Stars
1.8K
Forks
164
Bundled files
Instructions only
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by Besty0728 on GitHub. Read the source before you install it.

Installation

Install the Unity Animator AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.

Use it in TypingMind

Enable Unity Animator in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Unity Animator on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Unity Animator is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

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.

Triggers

  • Setting up or wiring an Animator
  • Adjusting animation state machines
  • Driving animation parameters at runtime
  • 搭建或连接 Animator、调整动画状态机、运行时驱动动画参数

Unity Animator Skills

Control Unity's Mecanim system — create Animator Controllers, add layers' states / transitions / parameters, assign controllers to GameObjects, set parameters at runtime, and play states.

Operating Mode

  • Approval:查询类 skill(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。
  • Auto / Bypass:所有 skill 直接执行;Auto 走 AI 自我评估,Bypass 全放行。
  • 本模块不含 Delete / PlayMode / Reload / 高危 skill,无 Bypass-only 拦截项。
  • 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 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

SkillDescription
animator_create_controllerCreate new Animator Controller
animator_add_parameterAdd parameter to controller
animator_get_parametersList all parameters
animator_set_parameterSet parameter value at runtime
animator_playPlay animation state
animator_get_infoGet Animator component info
animator_assign_controllerAssign controller to GameObject
animator_list_statesList states in controller
animator_add_stateAdd a state to a controller layer
animator_add_transitionAdd a transition between two states

Parameter Types

TypeDescriptionExample Use
floatDecimal valueSpeed, blend weights
intInteger valueState index
boolTrue/falseIsGrounded, IsRunning
triggerOne-shot signalJump, Attack

Skills

animator_create_controller

Create a new Animator Controller.

ParameterTypeRequiredDefaultDescription
namestringYes-Controller name
folderstringNo"Assets/Animations"Save folder

Returns: {success, name, path}

animator_add_parameter

Add a parameter to a controller.

ParameterTypeRequiredDefaultDescription
controllerPathstringYes-Controller asset path
paramNamestringYes-Parameter name
paramTypestringYes-float/int/bool/trigger
defaultFloatfloatNo0Initial float value
defaultIntintNo0Initial int value
defaultBoolboolNofalseInitial bool value

animator_get_parameters

Get all parameters from a controller.

ParameterTypeRequiredDescription
controllerPathstringYesController asset path

Returns: {controller, parameters: [{name, type, defaultFloat, defaultInt, defaultBool}]}

animator_set_parameter

Set a parameter value at runtime (supports name/instanceId/path).

ParameterTypeRequiredDescription
namestringNo*GameObject name
instanceIdintNo*GameObject instance ID
pathstringNo*GameObject hierarchy path
paramNamestringYesParameter name
paramTypestringYesfloat/int/bool/trigger
floatValuefloatNo*Float value
intValueintNo*Integer value
boolValueboolNo*Boolean value

*At least one identifier required. Use the appropriate value for paramType (trigger doesn't need a value).

animator_play

Play a specific animation state (supports name/instanceId/path).

ParameterTypeRequiredDefaultDescription
namestringNo*-GameObject name
instanceIdintNo*0GameObject instance ID
pathstringNo*nullGameObject hierarchy path
stateNamestringYes-Animation state name
layerintNo0Animator layer
normalizedTimefloatNo0Start time (0-1)

*At least one identifier required.

animator_get_info

Get Animator component information (supports name/instanceId/path).

ParameterTypeRequiredDefaultDescription
namestringNonullGameObject name
instanceIdintNo0GameObject instance ID
pathstringNonullGameObject hierarchy path

Returns: {gameObject, instanceId, hasController, controllerPath, speed, applyRootMotion, updateMode, cullingMode, layerCount, parameterCount}

animator_assign_controller

Assign a controller to a GameObject (supports name/instanceId/path).

ParameterTypeRequiredDescription
namestringNo*GameObject name
instanceIdintNo*GameObject instance ID
pathstringNo*GameObject hierarchy path
controllerPathstringYesController asset path

*At least one identifier required.

animator_list_states

List all states in a controller layer.

ParameterTypeRequiredDefaultDescription
controllerPathstringYes-Controller asset path
layerintNo0Layer index

Returns: {controller, layer, layerName, stateCount, states: [{name, tag, speed, hasMotion}]}

animator_add_state

Add a state to an Animator Controller layer.

ParameterTypeRequiredDefaultDescription
controllerPathstringYes-Controller asset path
stateNamestringYes-Name for the new state
clipPathstringNonullAnimation clip asset path to assign
layerintNo0Layer index

Returns: {success, controller, stateName, layer}

animator_add_transition

Add a transition between two states in an Animator Controller.

ParameterTypeRequiredDefaultDescription
controllerPathstringYes-Controller asset path
fromStatestringYes-Source state name
toStatestringYes-Destination state name
layerintNo0Layer index
hasExitTimeboolNotrueWhether transition waits for exit time
durationfloatNo0.25Transition duration in seconds

Returns: {success, from, to, layer, hasExitTime, duration}


Example: Complete Animation Setup

python
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.

Frequently asked questions

What does the Unity Animator AI skill do?

Edit Unity Animator Controllers and drive runtime parameters

Why use Unity Animator on TypingMind?

Because you install it once and use it with any model. Unity Animator is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Unity Animator in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/animator. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Unity Animator?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Unity Animator?

As many as you like. As long as a model supports skills, you can use Unity Animator with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Unity Animator AI skill free?

Yes. It is published on GitHub by Besty0728 under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

View all

Set up your own AI workspace now

Get notified about new features and future giveaways by subscribing to our newsletter 👇