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 those tasks through direct skill calls. ## Core Features & Use Cases - Controller Authoring: Create Animator Controllers, add float/int/bool/trigger parameters, and add states and transitions between states. - Runtime Control: Assign controllers to GameObjects, set parameter values, and play specific animation states on scene objects identified by name, instance ID, or hierarchy path. - Inspection: Query controller parameters, list states in a layer, and read Animator component info such as speed, layer count, and culling mode. - Use Case: Build a complete player animation setup by creating a PlayerController, adding Speed and Jump parameters, assigning it to the Player GameObject, then triggering jumps and locomotion at runtime. ## Quick Start Create an Animator Controller named PlayerController in Assets/Animations, add a float parameter called Speed, and assign it to the Player GameObject.