Animation
Claunity can create and configure Unity AnimatorControllers — adding states, transitions, parameters, and wiring animation clips. It can also read the current structure of any controller to understand what's there before making changes.
Animator Controller
"Create an AnimatorController called "PlayerAnimator" in Assets/Animations"
"Add a Float parameter called "Speed" to the PlayerAnimator controller"
"Add an "Idle" state to PlayerAnimator using the Idle.anim clip, and make it the default state"
"Add a transition from Idle to Walk in PlayerAnimator that triggers when Speed is greater than 0.1"
"What states and transitions does the PlayerAnimator have?"
Full setups
"Set up a PlayerAnimator with Idle, Walk, and Jump states. Use a Speed float to transition between Idle and Walk, and a Jump trigger for jumping"
"Create an EnemyAnimator with Idle, Walk, Attack, and Death states, with appropriate transitions based on IsAttacking bool and IsDead bool parameters"
Parameter types
When adding parameters to an Animator, you can use:
Float, Int, Bool, and Trigger.
Just mention the type in your request and Claunity picks the right one.
Tips
Specify animation clip paths
If you have animation clips in your project, mention their names so Claunity can assign them to the correct states.
Add a Run state to PlayerAnimator using the clip at Assets/Animations/Player_Run.anim