control_animator
Control Animator component: play/stop states, set parameters, get state info
Category: Animation
Parameters
Section titled “Parameters”| Name | Type | Required | Default | Description |
|---|---|---|---|---|
object_name |
string | yes | Name or selector of the GameObject with Animator | |
action |
string | yes | Action to perform. One of: play, crossfade, set_trigger, set_bool, set_int, set_float, get_info, get_parameters, reset |
|
state_name |
string | State name for play/crossfade actions | ||
parameter_name |
string | Parameter name for set_* actions | ||
value |
Value to set (bool, int, or float depending on action) | |||
layer |
integer | 0 |
Animator layer index (default: 0) | |
transition_duration |
number | 0.25 |
Crossfade transition duration in seconds |
Example call
Section titled “Example call”The arguments below are the required ones; add the optional ones you need.
{ "name": "control_animator", "arguments": { "object_name": "…", "action": "play" }}In SuperSave mode
Section titled “In SuperSave mode”When Unity runs with NANORA_MCP_SUPERSAVE=1, call it through the execute meta tool: {"tool": "control_animator", "args": { … }}. See SuperSave mode.
Source
Section titled “Source”Generated from Assets/NanoraUnityMCP/Editor/Tools/AnimationTools.cs (version 1.2.1). The client receives the same schema from tools/list.