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
- 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).
- Define parameters on the controller —
Float (Speed), Bool (IsGrounded), Int,
Trigger (Jump) — and states with transitions whose conditions read those parameters.
- Set parameters from script, never poke states directly:
SetFloat, SetBool,
SetInteger, SetTrigger. The state machine resolves transitions for you.
- Blend continuous motion with a Blend Tree (one
Float like Speed drives idle↔walk↔run)
instead of many discrete states + transitions.
- Layer additive/override motion (e.g. an upper-body "aim" layer with an Avatar Mask) and
control its
layerWeight.
- 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
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
// 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)
// 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
private System.Collections.IEnumerator AfterAttack()
{
var info = _anim.GetCurrentAnimatorStateInfo(0); // layer 0
yield return new WaitForSeconds(info.length); // approximate clip length
// ...follow-up logic
}
Pitfalls
SetTrigger missed or "sticks" — triggers are consumed by the next satisfied transition
and auto-reset; if no transition consumes it, it can fire later unexpectedly. Use
ResetTrigger to clear, or prefer a Bool when the condition is a sustained state.
- String parameter typos fail silently — a misspelled name just does nothing. Use
Animator.StringToHash and cache the int hashes.
- Transition feels laggy —
Has Exit Time makes the transition wait for the clip to reach
a normalized time. Uncheck it for responsive, condition-driven transitions (jump, hit).
- Character slides or won't move —
Apply Root Motion is on but your code also moves the
transform (or vice versa). Decide: root motion or scripted movement, not both.
- Upper-body layer overrides the whole body — set the layer's Blend mode (Override vs
Additive), assign an Avatar Mask, and tune
layerWeight (0–1).
- IK does nothing — IK only applies inside
OnAnimatorIK, requires "IK Pass" enabled on
the layer, and needs a Humanoid Avatar.
References
- For blend trees (1D vs 2D Freeform/Directional), animation layers + Avatar Masks,
and humanoid IK (
OnAnimatorIK, SetIKPositionWeight, SetIKPosition, look-at), read
references/blend-trees-and-ik.md.
- Primary docs: Unity Manual "Animation" section and
ScriptReference/Animator.
Related skills
unity-csharp-scripting — the MonoBehaviour and coroutine timing used above.
unity-physics — moving the body that the animation visualises.
game-ai — deciding when to play which animation state.
1---2name: unity-animation3description: 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.4---5
6# Unity Animation (Animator / Mecanim)
7
8Control animation state with Unity 6.3 LTS's `Animator` and Animator Controllers: parameters,
9transitions, blend trees, layers, and humanoid IK. Targets **Unity 6.3 LTS (6000.3)**.
10
11## When to use
12
13- Use when connecting animation clips into a state machine, driving them from script via
14 parameters, blending locomotion (idle→walk→run), layering an upper-body action over
15 movement, or adding foot/hand IK on a humanoid rig.
16- Use when the project has `*.controller` (Animator Controller) and `*.anim` assets, or a
17 rigged model with an Avatar.
18
19**When *not* to use:** simple non-skeletal value tweens (UI fades, position lerps) are better
20done with a tween/coroutine — see `unity-csharp-scripting`. Timeline cutscenes are a separate
21tool. 2D sprite frame animation also uses the Animator but with sprite keyframes.
22
23## Core workflow
24
251. **Add an `Animator`** to the model and assign an Animator Controller; for a humanoid model,
26 set its rig to **Humanoid** so it has an Avatar (enables retargeting and IK).
272. **Define parameters** on the controller — `Float` (Speed), `Bool` (IsGrounded), `Int`,
28 `Trigger` (Jump) — and states with transitions whose *conditions* read those parameters.
293. **Set parameters from script**, never poke states directly: `SetFloat`, `SetBool`,
30 `SetInteger`, `SetTrigger`. The state machine resolves transitions for you.
314. **Blend continuous motion with a Blend Tree** (one `Float` like Speed drives idle↔walk↔run)
32 instead of many discrete states + transitions.
335. **Layer additive/override motion** (e.g. an upper-body "aim" layer with an Avatar Mask) and
34 control its `layerWeight`.
356. **Verify** in the Animator window during Play mode — the live state highlights and parameter
36 values update, so you can see exactly which transition fired (or didn't).
37
38## Patterns
39
40### 1. Drive locomotion + a one-shot action from script
41
42```csharp
43using UnityEngine;
44
45[RequireComponent(typeof(Animator))]
46public class CharacterAnim : MonoBehaviour
47{
48 private Animator _anim;
49 // Cache parameter hashes — faster and typo-proof vs string lookups every frame.
50 private static readonly int Speed = Animator.StringToHash("Speed");
51 private static readonly int IsGrounded= Animator.StringToHash("IsGrounded");
52 private static readonly int Jump = Animator.StringToHash("Jump");
53
54 private void Awake() => _anim = GetComponent<Animator>();
55
56 public void Tick(float planarSpeed, bool grounded)
57 {
58 _anim.SetFloat(Speed, planarSpeed); // drives a 1D blend tree (idle/walk/run)
59 _anim.SetBool(IsGrounded, grounded); // gates a falling/landing transition
60 }
61
62 public void DoJump() => _anim.SetTrigger(Jump); // fire-and-forget; auto-resets after use
63}
64```
65
66### 2. Smooth a noisy input into a blend parameter
67
68```csharp
69// dampTime smooths Speed so the blend tree doesn't snap; great for analog sticks.
70_anim.SetFloat(Speed, targetSpeed, 0.1f /* dampTime */, Time.deltaTime);
71```
72
73### 3. Play / cross-fade a state directly (bypassing parameter conditions)
74
75```csharp
76// Useful for hit reactions where you want an immediate, explicit transition.
77_anim.CrossFade("Hit", 0.1f); // blend over 0.1s normalized
78// Or jump instantly: _anim.Play("Hit");
79```
80
81### 4. Wait until the current state finishes
82
83```csharp
84private System.Collections.IEnumerator AfterAttack()
85{
86 var info = _anim.GetCurrentAnimatorStateInfo(0); // layer 0
87 yield return new WaitForSeconds(info.length); // approximate clip length
88 // ...follow-up logic
89}
90```
91
92## Pitfalls
93
94- **`SetTrigger` missed or "sticks"** — triggers are consumed by the next satisfied transition
95 and auto-reset; if no transition consumes it, it can fire later unexpectedly. Use
96 `ResetTrigger` to clear, or prefer a `Bool` when the condition is a sustained state.
97- **String parameter typos fail silently** — a misspelled name just does nothing. Use
98 `Animator.StringToHash` and cache the int hashes.
99- **Transition feels laggy** — `Has Exit Time` makes the transition wait for the clip to reach
100 a normalized time. Uncheck it for responsive, condition-driven transitions (jump, hit).
101- **Character slides or won't move** — `Apply Root Motion` is on but your code also moves the
102 transform (or vice versa). Decide: root motion *or* scripted movement, not both.
103- **Upper-body layer overrides the whole body** — set the layer's Blend mode (Override vs
104 Additive), assign an Avatar Mask, and tune `layerWeight` (0–1).
105- **IK does nothing** — IK only applies inside `OnAnimatorIK`, requires "IK Pass" enabled on
106 the layer, and needs a Humanoid Avatar.
107
108## References
109
110- For **blend trees** (1D vs 2D Freeform/Directional), **animation layers + Avatar Masks**,
111 and **humanoid IK** (`OnAnimatorIK`, `SetIKPositionWeight`, `SetIKPosition`, look-at), read
112 `references/blend-trees-and-ik.md`.
113- Primary docs: Unity Manual "Animation" section and `ScriptReference/Animator`.
114
115## Related skills
116
117- `unity-csharp-scripting` — the MonoBehaviour and coroutine timing used above.
118- `unity-physics` — moving the body that the animation visualises.
119- `game-ai` — deciding *when* to play which animation state.