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 IdoCohen560/claude-unity-game-studio --skill unity-animationgit clone --depth 1 https://github.com/IdoCohen560/claude-unity-game-studioWrote 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/idocohen560/claude-unity-game-studio/unity-animation)<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-animation"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-animation.svg" alt="Measured on agentmods" 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 | $0.00057 | $0.04187 |
| Opus 5 | $0.00028 | $0.02093 |
| Sonnet 5 | $0.00011 | $0.00837 |
| Haiku 4.5 | $0.00006 | $0.00419 |
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 4d 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 unity-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.
How it starts
The opening of the file, as written. The whole thing — 500 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Animation System
Animation System Overview
Unity's Mecanim animation system is built on three interconnected components:
- Animation Clips -- Unit pieces of motion (Idle, Walk, Run)
- Animator Controller -- State machine organizing clips into a flowchart of states and transitions
- Avatar System -- Maps humanoid character skeletons to a common internal format for retargeting
The Animator component is attached to GameObjects and references both the Animator Controller and Avatar assets needed for playback.
Animation Types
- Humanoid -- Requires Avatar configuration; supports retargeting between different character rigs; 15-20% more CPU-intensive than Generic
- Generic -- Animates Transform or MonoBehaviour properties on specific hierarchies; not transferable between different hierarchies
- Legacy -- Older Animation component; use for simple single-shot or UI animations
Animator Controller
An Animator Controller asset arranges Animation Clips and Transitions for a character or animated GameObject.
Creating: Right-click in Project window > Create > Animator Controller
Key Components
- States -- Each state plays an associated Animation Clip or Blend Tree
- Transitions -- Define how and when the state machine switches between states
- Parameters -- Variables (Float, Int, Bool, Trigger) that scripts set to control transitions
- Layers -- Separate state machines for different body parts or animation concerns
- Sub-State Machines -- Nested state machines for hierarchical organization
Parameters
Four types are available:
| Type | Description | Script Method |
|---|---|---|
| Float | Decimal number | SetFloat() / GetFloat() |
| Int | Whole number | SetInteger() / GetInteger() |
| Bool | True/false | SetBool() / GetBool() |
| Trigger | Auto-resetting bool | SetTrigger() / ResetTrigger() |
using UnityEngine;
public class PlayerAnimController : MonoBehaviour
{
Animator animator;
void Start()
{
animator = GetComponent<Animator>();
}
void Update()
{
// Note: Uses legacy Input Manager for simplicity. See unity-input for the new Input System.
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
bool fire = Input.GetButtonDown("Fire1");
animator.SetFloat("Forward", v);
animator.SetFloat("Strafe", h);
animator.SetBool("Fire", fire);
}
void OnCollisionEnter(Collision col)
{
if (col.gameObject.CompareTag("Enemy"))
{
animator.SetTrigger("Die");
}
}
}
What ships with it
3 files 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.
- 4d ago First seen · 500 lines · 57 tokens per session scan A d5d2242a919f
unity-animation is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (17 stars, last pushed 2mo ago), licensed MIT. It adds 57 tokens to every session and 4,187 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to unity-animation, differing in 0 lines, and is treated as a copy.
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