What problem does it solve? Setting up Unity's Mecanim animation system requires repetitive editor work: creating Animator Controllers, wiring states and transitions, adding parameters, and driving them at runtime. This Skill exposes those operations as callable skills so an AI agent can build and control animation state machines directly. ## Core Features & Use Cases - Controller & State Machine Editing: Create Animator Controllers, add states and transitions with exit time and duration settings, and list existing states per layer. - Parameter Management: Add float, int, bool, and trigger parameters with defaults, then set them at runtime on any GameObject identified by name, instance ID, or hierarchy path. - Runtime Playback Control: Assign controllers to GameObjects, play specific states on a chosen layer, and inspect Animator component info such as speed, root motion, and culling mode. - Use Case: Ask the agent to build a player animation setup — it creates PlayerController, adds Speed/IsGrounded/Jump parameters, assigns it to the Player GameObject, and triggers the Jump parameter at runtime. ## Quick Start Create an Animator Controller named PlayerController in Assets/Animations, add a float Speed parameter and a Jump trigger, assign it to the Player GameObject, and play the Idle state.