tools-unity-animation

tools-unity-animation is a skill for Claude Code from tjboudreaux/cc-plugin-unity-gamedev. It costs 19 tokens per session (2,682 once invoked), scanned A, a copy of tools-unity-animation, MIT.

A set of Unity animation patterns for playing and blending character or interface animations, managing animation state machines, using Animancer, and improving performance.

In plain words
What is it for?
Use it for character movement, attacks, interface motion, procedural animation, animation blending, and state-driven animation in Unity.
Why use it?
It helps organize animations that change according to game state and reduces common problems with transitions, completion callbacks, and runtime efficiency.

Skill for Claude Code

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

Part of the unity-gamedev plugin — 21 skills shipped together

Good fit Use it for character movement, attacks, interface motion, procedural animation, animation blending, and state-driven animation in Unity.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/tjboudreaux/cc-plugin-unity-gamedev/tools-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 tjboudreaux/cc-plugin-unity-gamedev --skill tools-unity-animation
Clone the repo
git clone --depth 1 https://github.com/tjboudreaux/cc-plugin-unity-gamedev

Made for: Claude Code.

Or install unity-gamedev, the plugin that ships this one along with the rest of its 21 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 tools-unity-animation

README.md
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Your own site
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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 tools-unity-animation

Your own site · 80×15
<a href="https://agentmods.dev/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-animation"><img src="https://agentmods.dev/badge/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-animation.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 19 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,682 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 100% copy Near-identical to another mod 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 $0.00019 $0.02682
Opus 5 $0.00010 $0.01341
Sonnet 5 $0.00004 $0.00536
Haiku 4.5 $0.00002 $0.00268

Measured 10d ago against content hash e7a7a46f45e8, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

tools-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 10d 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

This is a copy

100% identical to tools-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.

skills/tools-unity-animation/SKILL.md · 493 lines

How it starts

The opening of the file, as written. The whole thing — 493 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Animation

Overview

Unity animation systems include Mecanim Animator, Animancer (3rd party), and low-level Playables API. This skill covers common patterns and optimizations.

When to Use

  • Character animations
  • UI animations
  • Procedural animation
  • Animation blending
  • State-driven animation

Animancer Patterns

Basic State Playing

using Animancer;

public class CharacterAnimator : MonoBehaviour
{
    [SerializeField] private AnimancerComponent _animancer;
    [SerializeField] private AnimationClip _idle;
    [SerializeField] private AnimationClip _run;
    [SerializeField] private AnimationClip _attack;
    
    public void PlayIdle()
    {
        _animancer.Play(_idle);
    }
    
    public void PlayRun()
    {
        _animancer.Play(_run, 0.25f); // With fade
    }
    
    public void PlayAttack(Action onComplete)
    {
        var state = _animancer.Play(_attack);
        state.Events.OnEnd = () =>
        {
            PlayIdle();
            onComplete?.Invoke();
        };
    }
}

Animation State Machine

public class AnimationStateMachine : MonoBehaviour
{
    [SerializeField] private AnimancerComponent _animancer;
    
    private readonly Dictionary<string, ClipTransition> _states = new();
    private string _currentState;
    
    public void RegisterState(string name, ClipTransition clip)
    {
        _states[name] = clip;
    }
    
    public void Play(string stateName, float fadeDuration = 0.25f)
    {
        if (_currentState == stateName) return;
        
        if (_states.TryGetValue(stateName, out var clip))
        {
            _animancer.Play(clip, fadeDuration);
            _currentState = stateName;
        }
    }
    
    public bool IsPlaying(string stateName) => _currentState == stateName;
}

Blended Movement

public class LocomotionAnimator : MonoBehaviour
{
    [SerializeField] private AnimancerComponent _animancer;
    [SerializeField] private LinearMixerTransition _locomotion;
    
    private LinearMixerState _locomotionState;
    
    private void Awake()
    {
        _locomotionState = (LinearMixerState)_animancer.Play(_locomotion);
    }
    
    public void SetSpeed(float normalizedSpeed)
    {
        // Blend between idle (0), walk (0.5), run (1)
        _locomotionState.Parameter = normalizedSpeed;
    }
}

Read the full file on GitHub · 493 lines

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. 10d ago First seen · 493 lines · 19 tokens per session scan A e7a7a46f45e8

Subscribe to this mod's changes

tools-unity-animation is a skill published in the GitHub repository tjboudreaux/cc-plugin-unity-gamedev (9 stars, last pushed 7mo ago), licensed MIT. It adds 19 tokens to every session and 2,682 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to tools-unity-animation, differing in 0 lines, and is treated as a copy.