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/HermeticOrmus/LibreGameDev-Claude-CodeWrote 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/hermeticormus/libregamedev-claude-code/animate)<a href="https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/animate"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/animate/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/hermeticormus/libregamedev-claude-code/animate"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/animate.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 | $0.00017 | $0.00797 |
| Opus 5.5 | $0.00007 | $0.00319 |
| Sonnet 5.5 | $0.00003 | $0.00159 |
| Haiku 4.5 | $0.00002 | $0.00080 |
Grade A, and why
animate 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 15d 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 animate — 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 — 101 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/animate
Animation system design, implementation, and debugging for Godot, Unity, and Unreal.
Trigger
/animate [action] [target]
Actions
setup
Configure AnimationTree or Animator controller from scratch.
/animate setup "Godot third-person locomotion with 8-directional blend space"
/animate setup "Unity humanoid animator with combat layer"
/animate setup "Godot 2D character with 4-direction sprite sheet"
Output: AnimationTree node structure diagram, GDScript parameter driver, export variable list.
blend
Design or fix blend tree configuration for smooth animation transitions.
/animate blend "speed blend between idle, walk, run - fix foot sliding"
/animate blend "aim offset for 8-directional upper body aiming"
/animate blend "additive layer for breathing over locomotion"
Output: Blend space configuration, parameter normalization code, transition timing.
ik
Implement inverse kinematics for foot planting, hand placement, or look-at.
/animate ik "foot planting on uneven terrain with Godot SkeletonIK3D"
/animate ik "look-at IK for character eye/head tracking"
/animate ik "two-bone IK for hand placement on climbing surfaces"
Output: IK node setup, raycast-based target positioning, IK weight blending code.
events
Set up animation-driven events for footsteps, hit boxes, or audio triggers.
/animate events "footstep sounds triggered by animation"
/animate events "attack hit box enable/disable via animation"
/animate events "particle burst at impact frame"
Output: Call Method Track setup guide, receiver script with typed signal definitions.
Examples
Eight-directional locomotion blend space:
/animate setup "Godot 8-directional locomotion with idle, walk, run per direction"
Produces: BlendSpace2D with 9 points (center=idle, cardinal=walk, diagonal=run), GDScript that transforms world velocity into blend space coordinates.
Fixing foot sliding:
/animate blend "character slides feet during walk animation"
Root cause: blend space Y-axis driven by input magnitude (0-1) but animation was authored at 3.5 m/s. Fix: set blend position Y = velocity.length() / 3.5.
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.
- 15d ago First seen · 101 lines · 17 tokens per session scan A aacf6690a35b
animate is a command published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (5 stars, last pushed 15d ago), licensed MIT. It adds 17 tokens to every session and 797 once invoked, about $0.0001 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 100% identical to animate, differing in 0 lines, and is treated as a copy.
Other commands, from other repositories
build-and-compilation
These commands drive the build/compile/test dev loop, plus build configuration: triggering Player builds and reading the resulting BuildReport, switching the active build target, enumerating targets, reading/writing EditorUserBuildSettings, and listing Build Profiles. Several commands are asynchronous: trigger the…
animation
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/dryrun convention.
assets-and-files
Commands for creating, importing, moving, copying, renaming, deleting and finding project assets, plus folder and text-file operations. Every agent-supplied path is funnelled through the authoring-root sandbox (it rejects ../ and out-of-project writes); destructive or overwriting operations require confirm=true and…
gameobjects-and-components
Commands for creating GameObjects, querying the scene hierarchy, mutating the core GameObject/Transform surface, and adding/removing components and editing their serialized properties. Scene mutations are wrapped in Unity's Undo system (so a multi-step action reverts as one collapsible step) and are blocked during…
project-settings
Read and change a representative slice of Unity's project-wide settings (Audio, Graphics, Input, Physics, Player, Quality, Tags & Layers, Time). get commands read a group's current values into a ProjectSettingsResponse; set commands mutate them through the shared confirm/dryrun convention, so confirm=true is required…
baking
Bake and clear precomputed scene data: lightmaps, NavMesh, and occlusion culling. Each bake runs asynchronously (returns immediately) — poll the matching bakestatus until completed. The clear commands are destructive and require confirm=true. The getsettings / setsettings pairs read and tune the bake parameters.