animation

animation is a command for Claude Code from AmaniDawn/DGame. It costs 0 tokens per session (2,672 once invoked), scanned A, a copy of animation, MIT.

Commands for creating and editing Unity animation assets, including animation clips, numeric motion curves, animator controllers, and Timeline assets. A Timeline is a track-based sequence for coordinating actions over time.

In plain words
What is it for?
Use it to create clips, set looping and frame rates, edit float curves, and define controller parameters, layers, states, transitions, and timelines.
Why use it?
It avoids hand-authoring these assets in the Unity editor and supports dry runs and confirmation when an existing asset would be overwritten.

Command for Claude Code

Written for Claude Code: a Claude Code command (commands/*.md).

Good fit Use it to create clips, set looping and frame rates, edit float curves, and define controller parameters, layers, states, transitions, and timelines.

Compare 6 commands from other repositories ↓
Install with agentmods
npx agentmods add commands/amanidawn/dgame/animation
Install

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.

Clone the repo
git clone --depth 1 https://github.com/AmaniDawn/DGame

Made for: Claude Code.

Wrote 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.

agentmods badge for animation

README.md
[![agentmods](https://agentmods.dev/badge/commands/amanidawn/dgame/animation/github.svg)](https://agentmods.dev/commands/amanidawn/dgame/animation)
Your own site
<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.

agentmods 80×15 button for animation

Your own site · 80×15
<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>
Per session 0 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 2,672 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 100% copy Near-identical to another mod in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured 20d ago against content hash 46419c6896d1, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

Origin

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.

GameUnity/Packages/com.unity.pipeline/Documentation~/commands/animation.md · 192 lines

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.

Read the full file on GitHub · 192 lines

Changes

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.

  1. 20d ago First seen · 192 lines · 0 tokens per session scan A 46419c6896d1

Subscribe to this mod's changes

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.