What problem does it solve? Editing Unity AnimatorController assets by hand through the editor is slow and error-prone when you need to add parameters, restructure layers, or rewire many transitions at once. This Skill applies a batch of typed modifications to an AnimatorController in a single call, collecting per-modification errors instead of aborting the whole batch. ## Core Features & Use Cases - Parameter and Layer Management: Add or remove float, int, bool, and trigger parameters, plus animator layers, with default values. - State and Transition Editing: Add or remove states, set default states, create transitions (including Any State transitions) with exit time, duration, and conditions, and assign AnimationClips or speed multipliers to states. - Batch Error Tolerance: Each modification is dispatched by its type discriminator, and failures are accumulated in an errors array while the controller asset is still saved. - Use Case: After running animator-get-data to inspect a character controller, add a "Speed" float parameter, create a "Run" state with a run AnimationClip, and wire an Idle-to-Run transition conditioned on Speed greater than 0.1 in one batch call. ## Quick Start Ask the AI to add a float parameter named Speed and a transition from Idle to Run on the AnimatorController at Assets/Animations/Player.controller using the animator-modify tool.