@kaustek > I'm glad you like the documentation To expand a bit on that, and as quite a few people have asked that lately, here are a few notes : - the Corgi Engine is agnostic when it comes to animation. Which means that whether you use 3D models, split models and weapons (for example), 2D spritesheets, Spline, or whatever other Mecanim supported tool, it'll all work the same - all the engine does (when it comes to animation) is update your animator(s) parameters. It comes with a bunch of pre-named parameters (full list available in the animation documentation or in each relevant class), and in some instances you can define your own names (weapons, mostly). - how you setup your animator is entirely up to you, as by definition there is no one true way of building them, and everybody will have different needs, so that's where the engine draws the line - most (if not all) demo animators are set using an "any state" pattern for simplicity mostly as they have to support so many cases, but that's probably not the most efficient way to do that in your own game, and resorting to a more traditional mecanim state machine would be a good idea, especially in situations where you want animation A to finish and move to B. So instead of that "any state" pattern used mostly for demo purposes and readability (many demo characters in the engine have 20+ animations as they're "demo", but in a real game where most characters will have much less main actions, you may prefer something that looks like this : This is very "standard" Unity mecanim stuff, you'll find much more examples on Unity's website, but basically this is just a rearrangement of the Rectangle demo character's animator, just removed most of the animations. You enter in Idle, move to walk if in walking state, back to idle if Idle, same for run. At any state, if you're Dashing you go to dash, and only go back to Idle when dash has finished playing (that's something you'll define using an exit time on your dash transition. I hope this makes things easier to understand!