Detalle del Skill
unity-animation
Direct Unity Animator and character-animation skill.
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SKILL.md
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---
name: unity-animation
description: >
Drive Unity 6.3 LTS character animation with Animator Controllers: states, transitions,
parameters, blend trees, animation layers, and humanoid Avatar IK. Use when wiring an
Animator, setting parameters from script (SetFloat/SetBool/SetTrigger), building blend
trees, or when the user mentions Animator, Mecanim, state machine, blend tree, or .controller.
---
# Unity Animation (Animator / Mecanim)
Control animation state with Unity 6.3 LTS's `Animator` and Animator Controllers: parameters,
transitions, blend trees, layers, and humanoid IK. Targets **Unity 6.3 LTS (6000.3)**.
## When to use
- Use when connecting animation clips into a state machine, driving them from script via
parameters, blending locomotion (idle→walk→run), layering an upper-body action over
movement, or adding foot/hand IK on a humanoid rig.
- Use when the project has `*.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.
## Core workflow
1. **Add an `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).
2. **Define parameters** on the controller — `Float` (Speed), `Bool` (IsGrounded), `Int`,
`Trigger` (Jump) — and states with transitions whose *conditions* read those parameters.
3. **Set parameters from script**, never poke states directly: `SetFloat`, `SetBool`,
`SetInteger`, `SetTrigger`. The state machine resolves transitions for you.
4. **Blend continuous motion with a Blend Tree** (one `Float` like Speed drives idle↔walk↔run)
instead of many discrete states + transitions.
5. **Layer additive/override motion** (e.g. an upper-body "aim" layer with an Avatar Mask) and
control its `layerWeight`.
6. **Verify** in the Animator window during Play mode — the live state highlights and parameter
values update, so you can see exactly which transition fired (or didn't).
## Patterns
### 1. Drive locomotion + a one-shot action from script
```csharp
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
}
```
### 2. Smooth a noisy input into a blend parameter
```csharp
// dampTime smooths Speed so the blend tree doesn't snap; great for analog sticks.
_anim.SetFloat(Speed, targetSpeed, 0.1f /* dampTime */, Time.deltaTime);
```
### 3. Play / cross-fade a state directly (bypassing parameter conditions)
```csharp
// 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");
```
### 4. Wait until the current state finishes
```csharp
private System.Collections.IEnumerator AfterAttack()
{
var info = _anim.GetCurrentAnimatorStateInfo(0); // layer 0
yield return new WaitForSeconds(info.length); // approximate clip length
// ...follow-up logic
}
```
## Leer la fuente completa en GitHub (abre una página externa)