I am making a game with a bunch of skills which carry AnimationClips as variables. I want to play the animation whenever the skills are activated. My skills and characters aren't really connected (for design purposes, any character can have any combination of skills), so I want a simple way to play animations without having to use the state machine. I obviously don't want to make a state in my state machine for every single skill! My current solution is to use "Animation" instead of "Animator". But here's my problems with this: 1. Some say that "Animation" is a legacy feature, which makes me believe that there is a better solution using the finite state machine. 2. I want to use the state machine for set actions like walking, idle etc. So I think that Animation and Animator have to coexist on the same gameobject. Is this approach good? Or is there a better way to do animations where characters can have an indefinite number of skills, each with their own associated animation(s)? Note: I had a look at animationoverrides, but it seems like you cannot add new states, only modify existing ones.