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/AmaniDawn/DGameWrote 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/amanidawn/dgame/animation)<a href="https://agentmods.dev/commands/amanidawn/dgame/animation"><img src="https://agentmods.dev/badge/commands/amanidawn/dgame/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/amanidawn/dgame/animation"><img src="https://agentmods.dev/badge/commands/amanidawn/dgame/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 20d 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.
This is a copy
100% identical to animation — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
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.
- 20d ago First seen · 192 lines · 0 tokens per session scan A 46419c6896d1
animation is a command published in the GitHub repository AmaniDawn/DGame (173 stars, last pushed 3d 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. It is 100% identical to animation, differing in 0 lines, and is treated as a copy.
Other commands, from other repositories
sim
Run the EmbodiedGen simulation rendering workflow with sim-cli.
cert-check
Review the current state against certification and platform compliance expectations.
combat-design
Design or revise combat rules, variables, readability, and tuning direction.
ui-flow-review
Review menus, HUD, navigation, and player flow from a UX perspective.
web-build-fix
Diagnose and resolve web build, bundling, or deployment issues.
tech-debt
Track and prioritize technical debt.