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.animassets, 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
Animatorto 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
Floatlike 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
SetTriggermissed 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 Timemakes 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 Motionis 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.













