Unity 6.3 — Animation Module Reference
Unity 6.3 — Animation Module Reference
Last verified: 2026-02-13 Knowledge Gap: Unity 6 animation improvements, Timeline enhancements
Overview
Unity 6.3 animation systems:
- Animator Controller (Mecanim): State machine-based (RECOMMENDED)
- Timeline: Cinematic sequences, cutscenes
- Animation Rigging: Procedural runtime animation
- Legacy Animation: Deprecated, avoid
Key Changes from 2022 LTS
Animation Rigging Package (Production-Ready in Unity 6)
// Install: Package Manager > Animation Rigging
// Runtime IK, aim constraints, procedural animation
Timeline Improvements
- Better performance
- More track types
- Improved signal system
Animator Controller (Mecanim)
Basic Setup
// Create: Assets > Create > Animator Controller
// Add to GameObject: Add Component > Animator
// Assign Controller: Animator > Controller = YourAnimatorController
State Transitions
Animator animator = GetComponent<Animator>();
// ✅ Trigger transition
animator.SetTrigger("Jump");
// ✅ Bool parameter
animator.SetBool("IsRunning", true);
// ✅ Float parameter (blend trees)
animator.SetFloat("Speed", currentSpeed);
// ✅ Integer parameter
animator.SetInteger("WeaponType", 2);
Animation Layers
- Base Layer: Default animations (locomotion)
- Override Layers: Replace base layer (e.g., weapon swap)
- Additive Layers: Add on top of base (e.g., breathing, aim offset)
// Set layer weight (0-1)
animator.SetLayerWeight(1, 0.5f); // 50% blend
Blend Trees
1D Blend Tree (Speed blending)
// Idle (Speed = 0) → Walk (Speed = 0.5) → Run (Speed = 1.0)
animator.SetFloat("Speed", moveSpeed);
2D Blend Tree (Directional movement)
// X-axis: Strafe (-1 to 1)
// Y-axis: Forward/Back (-1 to 1)
animator.SetFloat("MoveX", input.x);
animator.SetFloat("MoveY", input.y);
Animation Events
Trigger Events from Animation Clips
// Add in Animation window: Right-click timeline > Add Animation Event
// Must have matching method on GameObject:
public void OnFootstep() {
// Play footstep sound
AudioSource.PlayClipAtPoint(footstepClip, transform.position);
}
public void OnAttackHit() {
// Deal damage
DealDamageInFrontOfPlayer();
}
Root Motion
Character Movement via Animation
Animator animator = GetComponent<Animator>();
animator.applyRootMotion = true; // Move character based on animation
void OnAnimatorMove() {
// Custom root motion handling
transform.position += animator.deltaPosition;
transform.rotation *= animator.deltaRotation;
}
Animation Rigging (Unity 6+)
IK (Inverse Kinematics)
// Install: Package Manager > Animation Rigging
// Add: Rig Builder component + Rig GameObject
// Two Bone IK (Arm/Leg)
// - Add Two Bone IK Constraint
// - Assign Tip (hand/foot), Mid (elbow/knee), Root (shoulder/hip)
// - Set Target (where hand/foot should reach)
// Runtime control:
TwoBoneIKConstraint ikConstraint = rig.GetComponentInChildren<TwoBoneIKConstraint>();
ikConstraint.data.target = targetTransform;
ikConstraint.weight = 1f; // 0-1 blend
Aim Constraint (Look At)
// Character looks at target
MultiAimConstraint aimConstraint = rig.GetComponentInChildren<MultiAimConstraint>();
aimConstraint.data.sourceObjects[0] = new WeightedTransform(targetTransform, 1f);
Timeline (Cutscenes)
Basic Timeline Setup
// Create: Assets > Create > Timeline
// Add to GameObject: Add Component > Playable Director
// Assign Timeline: Playable Director > Playable = YourTimeline
// Play from script:
PlayableDirector director = GetComponent<PlayableDirector>();
director.Play();
Timeline Tracks
- Activation Track: Enable/disable GameObjects
- Animation Track: Play animations on Animator
- Audio Track: Synchronized audio playback
- Cinemachine Track: Camera movement
- Signal Track: Trigger events at specific times
Signal System (Events)
// Create Signal Asset: Assets > Create > Signals > Signal
// Add Signal Emitter to Timeline track
// Add Signal Receiver component to GameObject
public class CutsceneEvents : MonoBehaviour {
public void OnDialogueStart() {
// Triggered by signal
}
}
Animation Playback Control
Play Animation Directly (No State Machine)
// ✅ CrossFade (smooth transition)
animator.CrossFade("Attack", 0.2f); // 0.2s transition
// ✅ Play (instant)
animator.Play("Idle");
// ❌ Avoid: Legacy Animation component
Animation anim = GetComponent<Animation>(); // DEPRECATED
Animation Curves
Custom Property Animation
// In Animation window: Add Property > Custom Component > Your Script > Your Float
public class WeaponTrail : MonoBehaviour {
public float trailIntensity; // Animated by clip
void Update() {
// Intensity controlled by animation curve
trailRenderer.startWidth = trailIntensity;
}
}
Performance Optimization
Culling
Animator > Culling Mode:- Always Animate: Always update (expensive)
- Cull Update Transforms: Stop updating bones when off-screen (RECOMMENDED)
- Cull Completely: Stop all animation when off-screen
LOD (Level of Detail)
- Simpler animations for distant characters
- Reduce skeleton bone count for LOD meshes
Common Patterns
Check if Animation Finished
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
if (stateInfo.IsName("Attack") && stateInfo.normalizedTime >= 1.0f) {
// Attack animation finished
}
Override Animation Speed
animator.speed = 1.5f; // 150% speed
Get Current Animation Name
AnimatorClipInfo[] clipInfo = animator.GetCurrentAnimatorClipInfo(0);
string currentClip = clipInfo[0].clip.name;
Debugging
Animator Window
Window > Animation > Animator- Visualize state machine, see active state
Animation Window
Window > Animation > Animation- Edit animation clips, add events