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 exposes those operations as callable skills so an AI agent can build and control animation state machines programmatically. ## Core Features & Use Cases - Controller and State Machine Authoring: Create Animator Controllers, add states and transitions with exit time and duration settings, and add float/int/bool/trigger parameters. - Runtime Parameter Control: Set parameter values and play specific states on GameObjects identified by name, instance ID, or hierarchy path. - Inspection: List controller parameters and states, and read Animator component info such as speed, layer count, and culling mode. - Use Case: Build a player character animation setup by creating a PlayerController, adding Speed, IsGrounded, and Jump parameters, assigning it to the Player GameObject, then triggering jumps and locomotion at runtime. ## Quick Start Ask the agent to 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.