unity-animation

unity-animation is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 79 tokens per session (1,373 once invoked), scanned A, original, Apache-2.0.

Instructions for building character animation state machines in Unity 6.3 LTS with Animator Controllers. These controllers connect animation clips through states, transitions, parameters, blend trees, layers, and humanoid inverse-kinematics controls.

In plain words
What is it for?
Use it to set up idle-walk-run movement, animation parameters, upper-body layers, blend trees, or foot and hand positioning on humanoid rigs in Unity.
Why use it?
It explains how to make a character switch and blend animations correctly as gameplay values change, such as speed, grounded state, or jump triggers.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the unity plugin — 8 skills shipped together , and of gamedev

Good fit Use it to set up idle-walk-run movement, animation parameters, upper-body layers, blend trees, or foot and hand positioning on humanoid rigs in Unity.

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Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/unity-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.

Any agent
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-animation
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code.

Or install unity, the plugin that ships this one along with the rest of its 8 skills.

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 unity-animation

README.md
[![agentmods](https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-animation/github.svg)](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-animation)
Your own site
<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.

agentmods 80×15 button for unity-animation

Your own site · 80×15
<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>
Per session 79 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,373 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. Third-party audits
  • Socket pass 8 Aug 2026
  • Snyk pass 8 Aug 2026
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found 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 $0.00079 $0.01373
Opus 5 $0.00039 $0.00687
Sonnet 5 $0.00016 $0.00275
Haiku 4.5 $0.00008 $0.00137

Measured 13d ago against content hash ba4d4d1c165f, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

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 13d 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.

skills/unity/unity-animation/SKILL.md · 124 lines

How it starts

The opening of the file, as written. The whole thing — 124 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 *.anim assets, 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

  1. Add an Animator to 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).
  2. Define parameters on the controller — Float (Speed), Bool (IsGrounded), Int, Trigger (Jump) — and states with transitions whose conditions read those parameters.
  3. Set parameters from script, never poke states directly: SetFloat, SetBool, SetInteger, SetTrigger. The state machine resolves transitions for you.
  4. Blend continuous motion with a Blend Tree (one Float like Speed drives idle↔walk↔run) instead of many discrete states + transitions.
  5. Layer additive/override motion (e.g. an upper-body "aim" layer with an Avatar Mask) and control its layerWeight.
  6. 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
}

Read the full file on GitHub · 124 lines

Files

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.

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. 13d ago First seen · 124 lines · 79 tokens per session scan A ba4d4d1c165f

Subscribe to this mod's changes

unity-animation is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed 2d ago), licensed Apache-2.0. It adds 79 tokens to every session and 1,373 once invoked, about $0.0004 per session on Opus 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.