awesome-gamedev-agent-skills is a collection of 73 instruction files that give AI coding agents specialized guidance for game development with engines and frameworks such as Godot, Unity, Unreal, and Phaser. It helps agents choose relevant engine and task guidance while building games. The catalogue entries are the collection's skills and plugins for agents including Claude Code, Cursor, Codex, and Gemini CLI.
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 gamedev-skills/awesome-gamedev-agent-skills --skill unity-animationgit clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skillsWrote 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/gamedev-skills/awesome-gamedev-agent-skills/unity-animation)<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-animation"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-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/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-animation"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-animation.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
- NVIDIA SkillSpector pass
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 | $0.00079 | $0.01513 |
| Opus 5.5 | $0.00032 | $0.00605 |
| Sonnet 5.5 | $0.00016 | $0.00303 |
| Haiku 4.5 | $0.00008 | $0.00151 |
Grade A, and why
unity-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 2d 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.
How it starts
The opening of the file, as written. The whole thing — 132 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Animation (Animator / Mecanim)
Control animation state with Unity 6.3 LTS's Animator and Animator Controllers: parameters,
transitions, blend trees, layers, and humanoid IK. Targets Unity 6.3 LTS (6000.3).
When to use
- Use when connecting animation clips into a state machine, driving them from script via parameters, blending locomotion (idle→walk→run), layering an upper-body action over movement, or adding foot/hand IK on a humanoid rig.
- Use when the project has
*.controller(Animator Controller) and*.animassets, or a rigged model with an Avatar.
When not to use: simple non-skeletal value tweens (UI fades, position lerps) are better
done with a tween/coroutine — see unity-csharp-scripting. Timeline cutscenes are a separate
tool. 2D sprite frame animation also uses the Animator but with sprite keyframes.
Core workflow
- Add an
Animatorto the model and assign an Animator Controller; for a humanoid model, set its rig to Humanoid so it has an Avatar (enables retargeting and IK). - Define parameters on the controller —
Float(Speed),Bool(IsGrounded),Int,Trigger(Jump) — and states with transitions whose conditions read those parameters. - Set parameters from script, never poke states directly:
SetFloat,SetBool,SetInteger,SetTrigger. The state machine resolves transitions for you. - Blend continuous motion with a Blend Tree (one
Floatlike Speed drives idle↔walk↔run) instead of many discrete states + transitions. - Layer additive/override motion (e.g. an upper-body "aim" layer with an Avatar Mask) and
control its
layerWeight. - Verify in the Animator window during Play mode — the live state highlights and parameter values update, so you can see exactly which transition fired (or didn't).
Patterns
1. Drive locomotion + a one-shot action from script
using UnityEngine;
[RequireComponent(typeof(Animator))]
public class CharacterAnim : MonoBehaviour
{
private Animator _anim;
// Cache parameter hashes — faster and typo-proof vs string lookups every frame.
private static readonly int Speed = Animator.StringToHash("Speed");
private static readonly int IsGrounded= Animator.StringToHash("IsGrounded");
private static readonly int Jump = Animator.StringToHash("Jump");
private void Awake() => _anim = GetComponent<Animator>();
public void Tick(float planarSpeed, bool grounded)
{
_anim.SetFloat(Speed, planarSpeed); // drives a 1D blend tree (idle/walk/run)
_anim.SetBool(IsGrounded, grounded); // gates a falling/landing transition
}
public void DoJump() => _anim.SetTrigger(Jump); // fire-and-forget; auto-resets after use
}
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 2d ago Changed · +8 lines 5062042bbe8c
- 1mo ago First seen · 124 lines · 79 tokens per session scan A ba4d4d1c165f
unity-animation is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (4,867 stars, last pushed 3d ago), licensed Apache-2.0. It adds 79 tokens to every session and 1,513 once invoked, about $0.0003 per session on Opus 5.5. 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 2026-08-30.
Other skills, from other repositories
editor-session-quit
Save and quit an editor that a CLI session started (unity-mcp-cli exec, open --headless). Needs the session lease nonce; an editor the user opened is never closed. Used by unity-mcp-cli close.
screenshot-game-view
Capture a screenshot of the Unity Editor's Game View by reading its internal render texture directly. Image size matches the current Game View resolution; the tool corrects Y-flip on DirectX / Metal so the output is always upright. Requires an open Game View window.
dialogue-manager
Use when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C# support.
event-bus
Use when implementing decoupled communication between nodes — global EventBus autoload with typed signals.
physics-system
Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+.
biome-detail-tuning
Configure and tune Unity Terrain detail (grass/flower/fern) placement for MapGenerator biomes using prefabs and noise-driven clustering. Covers the full workflow from prefab selection through noise parameter tuning to external audit verification and performance optimization. Use when: setting up detail for any biome…