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.
npx skills add dyCuong03/unity-agent-team --skill animatorgit clone --depth 1 https://github.com/dyCuong03/unity-agent-teamWrote 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/skills/dycuong03/unity-agent-team/animator)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/animator"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/animator/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/skills/dycuong03/unity-agent-team/animator"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/animator.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 | $0.00123 | $0.02545 |
| Opus 5.5 | $0.00049 | $0.01018 |
| Sonnet 5.5 | $0.00025 | $0.00509 |
| Haiku 4.5 | $0.00012 | $0.00254 |
Grade A, and why
unity-animator 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 11d 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
88% identical to unity-animator — 29 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 — 247 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Animator Skills
Control Unity's Mecanim system — create Animator Controllers, add layers' states / transitions / parameters, assign controllers to GameObjects, set parameters at runtime, and play states.
Operating Mode
- Approval(默认):查询类 skill(
animator_get_parameters/animator_get_info/animator_list_states,源码标SkillMode.SemiAuto)直接执行;其余变更类(create_controller / add_parameter / set_parameter / play / assign_controller / add_state / add_transition,标SkillMode.FullAuto)需用户 grant,grant 后服务端一步执行返结果。 - Auto / Bypass:所有 skill 直接执行;Auto 走 AI 自我评估,Bypass 全放行。
- 本模块不含 Delete / PlayMode / Reload / 高危 skill,无 Bypass-only 拦截项。
animator_set_parameter/animator_play作用于场景中已挂 Animator 的 GameObject;如果当前不在 Play mode,状态机只在 Editor 预览模式推进,效果与 runtime 不完全等价。
DO NOT (common hallucinations):
animator_create_clip/animator_add_clipdo not exist → AnimationClips are created via Unity Editor or asset importanimator_set_speeddoes not exist → usecomponent_set_propertyon Animator component with propertyName="speed"
Routing:
- For Timeline animation → use
timelinemodule - For component properties on Animator → use
componentmodule - For animation import settings → use
importermodule
Skills Overview
| Skill | Description |
|---|---|
animator_create_controller |
Create new Animator Controller |
animator_add_parameter |
Add parameter to controller |
animator_get_parameters |
List all parameters |
animator_set_parameter |
Set parameter value at runtime |
animator_play |
Play animation state |
animator_get_info |
Get Animator component info |
animator_assign_controller |
Assign controller to GameObject |
animator_list_states |
List states in controller |
animator_add_state |
Add a state to a controller layer |
animator_add_transition |
Add a transition between two states |
Parameter Types
| Type | Description | Example Use |
|---|---|---|
float |
Decimal value | Speed, blend weights |
int |
Integer value | State index |
bool |
True/false | IsGrounded, IsRunning |
trigger |
One-shot signal | Jump, Attack |
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.
- 11d ago First seen · 247 lines · 123 tokens per session scan A 0b878d40d0a8
unity-animator is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 123 tokens to every session and 2,545 once invoked, about $0.0005 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 88% identical to unity-animator, differing in 29 lines, and is treated as a copy.
Other skills, from other repositories
playtest-report
Structured playtest report template, or turn existing playtest notes into structured feedback.
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
motion
Reconstruct a skeleton from calibrated mesh projections and sequential VLM joint annotations, then fit joints and skin weights. Generate motion from joint-position trajectories, rhythm and contact constraints through IK; refine bone orientation against the action, then export, retarget and validate on the target mesh.