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, adding parameters, and driving them at runtime. This Skill automates the entire Animator workflow through programmatic skill calls. ## Core Features & Use Cases - Controller & State Machine Setup: Create Animator Controllers, add states with optional AnimationClips, and wire transitions with exit time and duration settings. - Parameter Management: Add float, int, bool, and trigger parameters to controllers, 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 any layer, and inspect Animator component info like speed, root motion, and layer count. - Use Case: Build a complete player animation setup — create a PlayerController, add Speed/IsGrounded/Jump parameters, assign it to the Player character, then trigger jumps and drive locomotion 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 play the Idle state.