unity-animation

unity-animation is a skill for Claude Code from Nice-Wolf-Studio/unity-claude-skills. It costs 57 tokens per session (4,187 once invoked), scanned A, original, MIT.

A reference guide to Unity 6’s animation system, including animation clips, Animator Controllers, state machines, blend trees, humanoid rigs, Timeline, and Cinemachine. It explains how animations and transitions are organized and played.

In plain words
What is it for?
Use it when setting up animated characters, movement states, blend trees, root motion, animation events, Timeline sequences, or camera animation.
Why use it?
It helps you choose and connect the right Unity animation parts when creating character or object motion.

Skill for Claude Code

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

Part of the unity plugin — 35 skills shipped together

Good fit Use it when setting up animated characters, movement states, blend trees, root…

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/nice-wolf-studio/unity-claude-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 Nice-Wolf-Studio/unity-claude-skills --skill unity-animation
Clone the repo
git clone --depth 1 https://github.com/Nice-Wolf-Studio/unity-claude-skills

Made for: Claude Code.

Or install unity, the plugin that ships this one along with the rest of its 35 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/nice-wolf-studio/unity-claude-skills/unity-animation.svg)](https://agentmods.dev/skills/nice-wolf-studio/unity-claude-skills/unity-animation)
Your own site
<a href="https://agentmods.dev/skills/nice-wolf-studio/unity-claude-skills/unity-animation"><img src="https://agentmods.dev/badge/skills/nice-wolf-studio/unity-claude-skills/unity-animation.svg" alt="Measured on agentmods" height="20"></a>
Per session 57 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,187 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.
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 $0.00057 $0.04187
Opus 5 $0.00028 $0.02093
Sonnet 5 $0.00011 $0.00837
Haiku 4.5 $0.00006 $0.00419

Measured 7d ago against content hash d5d2242a919f, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, 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 7d 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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

skills/unity-animation/SKILL.md · 500 lines

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:

  1. Animation Clips -- Unit pieces of motion (Idle, Walk, Run)
  2. Animator Controller -- State machine organizing clips into a flowchart of states and transitions
  3. 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");
        }
    }
}

Read the full file on GitHub · 500 lines

Files

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.

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. 7d ago First seen · 500 lines · 57 tokens per session scan A d5d2242a919f

Subscribe to this mod's changes

unity-animation is a skill published in the GitHub repository Nice-Wolf-Studio/unity-claude-skills (30 stars, last pushed 1mo 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. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.