TEngine is a Unity framework for building games, providing modules for asynchronous work, hot updates, asset management, configuration tables, and user interfaces. It is for Unity developers and teams making commercial projects across desktop, mobile, web, and WeChat Mini Game targets, with catalogue skills supporting its AI-assisted development workflow.
Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
git clone --depth 1 https://github.com/Alex-Rachel/TEngineWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/commands/alex-rachel/tengine/animation)<a href="https://agentmods.dev/commands/alex-rachel/tengine/animation"><img src="https://agentmods.dev/badge/commands/alex-rachel/tengine/animation/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/commands/alex-rachel/tengine/animation"><img src="https://agentmods.dev/badge/commands/alex-rachel/tengine/animation.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00000 | $0.02672 |
| Opus 5.5 | $0.00000 | $0.01069 |
| Sonnet 5.5 | $0.00000 | $0.00534 |
| Haiku 4.5 | $0.00000 | $0.00267 |
Grade A, and why
animation scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 23d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
Copies of this mod
1 near-identical copy found in the catalogue:
- animation — 100% identical, 0 lines differ
How it starts
The opening of the file, as written. The whole thing — 192 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Animation commands
Author animation assets: AnimationClips (and their float curves), AnimatorControllers (parameters, layers, states, transitions), and Timeline assets. Create commands write under the authoring root and follow the shared confirm/dry_run convention.
AnimationClips
create_animation_clip
Create an empty .anim AnimationClip asset under the authoring root, with an optional frame rate and loop flag.
| Parameter | Required | Default | Description |
|---|---|---|---|
path |
yes | – |
Asset path ending in .anim, relative to the authoring root. The Assets/ prefix is optional. |
frameRate |
no | 60 |
Sampling frame rate of the clip. |
loop |
no | false |
If true, set the clip's loop-time flag in its AnimationClipSettings. |
confirm |
no | false |
Required (true) only when overwriting an existing asset at the path. |
dry_run |
no | false |
If true, validate inputs and report what would be created without writing anything. |
Returns: AuthoringResult
set_animation_curve
Add or replace a single float curve binding on an AnimationClip (via AnimationUtility.SetEditorCurve). Replacing an existing binding overwrites it rather than duplicating.
| Parameter | Required | Default | Description |
|---|---|---|---|
clip |
yes | – |
Reference to the AnimationClip to edit (path / guid / globalId). |
path |
no | "" |
GameObject path relative to the animated root the property lives on. Empty string targets the root. |
type |
yes | – |
Component type the property lives on, e.g. "Transform", "UnityEngine.Light". Resolved via the component TypeResolver. |
property |
yes | – |
Curve property name, e.g. "m_LocalPosition.x", "m_LocalScale.y", "localEulerAnglesRaw.z". |
keys |
yes | – |
Keyframes: [{ time, value, inTangent?, outTangent?, weightedMode?: "None"|"In"|"Out"|"Both" }]. Omitted tangents default to 0 (flat); this is NOT Unity's Auto tangent mode. |
dry_run |
no | false |
If true, validate type/property/keys without writing the curve. |
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 23d ago First seen · 192 lines · 0 tokens per session scan A 46419c6896d1
animation is a command published in the GitHub repository Alex-Rachel/TEngine (2,379 stars, last pushed 24d ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 2,672 tokens. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-23.
Other commands, from other repositories
godot
Design a Godot 4 Node tree and write idiomatic GDScript or C#, or scaffold scenes, GDExtension code, and GUT tests.
multiplayer
Design multiplayer netcode for a game, or set up hosting, connection, state sync, and network debugging.
unity
Design a Unity 6 feature and write idiomatic C#, or scaffold scenes, ScriptableObjects, input, and debugging.
playtest
Design a playtest, instrument a build, analyze results, or write the findings report.
game-ui
Build a HUD, menu, inventory, dialogue box, or accessibility options for a game.
level-design
Greybox a level, set up tiles, bake navigation, or prepare a level for export.