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 tjboudreaux/cc-plugin-unity-gamedev --skill tools-unity-animationgit clone --depth 1 https://github.com/tjboudreaux/cc-plugin-unity-gamedevWrote 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/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-animation)<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/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/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>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 | $0.00019 | $0.02682 |
| Opus 5 | $0.00010 | $0.01341 |
| Sonnet 5 | $0.00004 | $0.00536 |
| Haiku 4.5 | $0.00002 | $0.00268 |
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.
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.
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;
}
}
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.
- 10d ago First seen · 493 lines · 19 tokens per session scan A e7a7a46f45e8
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.
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