animator-modify

Apply batched modifications to Unity AnimatorController parameters, layers, states, and transitions.

Updated Jul 20, 2026
One-click install
npx skills add https://github.com/PMK95/GridSquad --skill animator-modify-pmk95
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: animator-modify
Source: https://github.com/PMK95/GridSquad/tree/main/GridSquadUnity/.agents/skills/animator-modify
Command: npx skills add https://github.com/PMK95/GridSquad --skill animator-modify-pmk95

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill requires unity-mcp-cli.

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.

Frequently Asked Questions about animator-modify

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I add parameters and states to a Unity AnimatorController programmatically?▼

Use the animator-modify tool with a modifications array containing AddParameter and AddState entries. Each entry specifies a type discriminator plus fields like parameterName, parameterType, layerName, and stateName, and the batch is applied to the target .controller asset.

How do I create a transition between animator states in Unity via script?▼

Send an AddTransition modification with layerName, sourceStateName, and destinationStateName, optionally setting hasExitTime, exitTime, duration, and conditions. Use AddAnyStateTransition for transitions originating from Any State.

What happens if one animator modification fails in a batch?▼

Per-modification errors are collected in the response's errors array instead of aborting the batch. The remaining modifications still apply, and the AnimatorController asset is marked dirty and saved afterward.

Why does animator-modify reject my AnimatorController path?▼

The animatorRef asset path must start with Assets/ and end with .controller. Run the animator-get-data skill first to discover valid controller, layer, state, and parameter names so the modification targets existing elements.

Can I assign an AnimationClip to a state and change its playback speed?▼

Yes. Use SetStateMotion with the state's layerName, stateName, and the AnimationClip's motionAssetPath, and SetStateSpeed with a numeric speed multiplier. Both require the target state to already exist in the specified layer.