What problem does it solve? Setting up Unity's Mecanim animation system requires repetitive manual work in the editor: creating Animator Controllers, wiring states and transitions, defining parameters, and driving them at runtime. This Skill automates that entire workflow through programmatic skill calls. ## Core Features & Use Cases - Controller & State Machine Setup: Create Animator Controllers, add states and transitions with exit time and duration settings, and assign controllers to GameObjects. - 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 & Inspection: Play specific animation states on a chosen layer and query Animator component info, parameter lists, and state lists. - Use Case: Build a complete player animation setup — create a PlayerController, add Speed/IsGrounded/Jump parameters, assign it to the Player GameObject, then trigger jumps and drive locomotion values at runtime. ## Quick Start Create an Animator Controller named PlayerController, add a float Speed parameter and a Jump trigger, assign it to the Player GameObject, and set Speed to 5 at runtime.