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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.
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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).
*.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.
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).Float (Speed), Bool (IsGrounded), Int,
Trigger (Jump) — and states with transitions whose conditions read those parameters.SetFloat, SetBool,
SetInteger, SetTrigger. The state machine resolves transitions for you.Float like Speed drives idle↔walk↔run)
instead of many discrete states + transitions.layerWeight.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
}
// dampTime smooths Speed so the blend tree doesn't snap; great for analog sticks.
_anim.SetFloat(Speed, targetSpeed, 0.1f /* dampTime */, Time.deltaTime);
// Useful for hit reactions where you want an immediate, explicit transition.
_anim.CrossFade("Hit", 0.1f); // 0.1 = 10% of the state's length, not seconds
_anim.CrossFadeInFixedTime("Hit", 0.15f); // duration in seconds
// Or jump instantly: _anim.Play("Hit");
private System.Collections.IEnumerator AfterAttack()
{
yield return null; // let the Animator start the transition
// During a transition the "current" state is the one being left; read the next one.
var info = _anim.IsInTransition(0)
? _anim.GetNextAnimatorStateInfo(0)
: _anim.GetCurrentAnimatorStateInfo(0); // layer 0
yield return new WaitForSeconds(info.length); // seconds; approximate, varies in blend trees
// ...follow-up logic
}
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.Animator.StringToHash and cache the int hashes.Has Exit Time makes the transition wait for the clip to reach
a normalized time. Uncheck it for responsive, condition-driven transitions (jump, hit).Apply Root Motion is on but your code also moves the
transform (or vice versa). Decide: root motion or scripted movement, not both.layerWeight (0–1).CrossFade's duration is
normalized to the state's length. Use CrossFadeInFixedTime to give the
duration in seconds.OnAnimatorIK, requires "IK Pass" enabled on
the layer, and needs a Humanoid Avatar.OnAnimatorIK, SetIKPositionWeight, SetIKPosition, look-at), read
references/blend-trees-and-ik.md.ScriptReference/Animator.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.---
name: unity-animation
description: >
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.
---
# 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
1. **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).
2. **Define parameters** on the controller — `Float` (Speed), `Bool` (IsGrounded), `Int`,
`Trigger` (Jump) — and states with transitions whose *conditions* read those parameters.
3. **Set parameters from script**, never poke states directly: `SetFloat`, `SetBool`,
`SetInteger`, `SetTrigger`. The state machine resolves transitions for you.
4. **Blend continuous motion with a Blend Tree** (one `Float` like Speed drives idle↔walk↔run)
instead of many discrete states + transitions.
5. **Layer additive/override motion** (e.g. an upper-body "aim" layer with an Avatar Mask) and
control its `layerWeight`.
6. **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
```csharp
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
```csharp
// 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)
```csharp
// Useful for hit reactions where you want an immediate, explicit transition.
_anim.CrossFade("Hit", 0.1f); // 0.1 = 10% of the state's length, not seconds
_anim.CrossFadeInFixedTime("Hit", 0.15f); // duration in seconds
// Or jump instantly: _anim.Play("Hit");
```
### 4. Wait until the current state finishes
```csharp
private System.Collections.IEnumerator AfterAttack()
{
yield return null; // let the Animator start the transition
// During a transition the "current" state is the one being left; read the next one.
var info = _anim.IsInTransition(0)
? _anim.GetNextAnimatorStateInfo(0)
: _anim.GetCurrentAnimatorStateInfo(0); // layer 0
yield return new WaitForSeconds(info.length); // seconds; approximate, varies in blend trees
// ...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).
- **A cross-fade is much slower or faster than expected** — `CrossFade`'s duration is
*normalized* to the state's length. Use `CrossFadeInFixedTime` to give the
duration in seconds.
- **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.