Drive Unity 6.3 LTS character animation with Animator Controllers: states, transitions, parameters, blend trees, animation layers, and humanoid Avatar IK.

Apache-2.0Auto-check passedGame Development

Install Unity Animation

skills CLI
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-animation -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills unity-animation --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/unity/unity-animation .claude/skills/unity-animation && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
unity-animation
GitHub stars
1.4k
Token cost
~1.4k tokens
SKILL.md length
500 words
Files
2 (incl. references)
Skills in repo
53
Repo updated
First seen
Licence
Apache-2.0

At a glance

Drive Unity 6.3 LTS character animation with Animator Controllers: states, transitions, parameters, blend trees, animation layers, and humanoid Avatar IK.

  • Works in 4 steps: Drive locomotion + a one-shot action… → Smooth a noisy input into a blend… → Play / cross-fade a state directly… → …
  • Wiring an Animator
  • SKILL.md covers When to use, Core workflow, Patterns and Pitfalls, plus 2 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Unity Animation is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. Drive Unity 6.3 LTS character animation with Animator Controllers: states, transitions, parameters, blend trees, animation layers, and humanoid Avatar IK. Use when wiring an Animator, setting parameters from script (SetFloat/SetBool/SetTrigger), building blend trees, or when the user mentions Animator, Mecanim, state machine, blend tree, or .controller.

Its SKILL.md is about 1.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/blend-trees-and-ik.md`).

It sits in Game Development, covering Game development. The repository describes itself as: 74 game-dev skills for AI coding agents — Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Roblox. Portable SKILL.md Agent Skills (the format Anthropic… The licence is Apache-2.0.

When your agent uses it

  • Wiring an Animator
  • Setting parameters from script (SetFloat/SetBool/SetTrigger)
  • Building blend trees
  • The user mentions Animator

Example prompts

  • “/unity-animation”

Workflow steps

4 steps, taken from the step headings in SKILL.md.

  1. Drive locomotion + a one-shot action from script
  2. Smooth a noisy input into a blend parameter
  3. Play / cross-fade a state directly (bypassing parameter conditions)
  4. Wait until the current state finishes

What it can do on your machine

Read from SKILL.md and the folder at commit d4b0e35. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are csharp).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Unity Animation loads about 1.4k tokens when it runs, and up to ~2.2k if it reads all its reference files. Until then it costs about 93 tokens; SKILL.md has 500 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~93
When it runs · the whole SKILL.md, loaded when a task matches
~1.4k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~2.2k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from gamedev-skills/awesome-gamedev-agent-skills at commit d4b0e35, republished under its Apache-2.0 licence (© gamedev-skills). 500 words, ~1,404 tokens.

Download SKILL.mdSave it as .claude/skills/unity-animation/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
unity-animation
description
Drive Unity 6.3 LTS character animation with Animator Controllers: states, transitions, parameters, blend trees, animation layers, and humanoid Avatar IK. Use when wiring an Animator, setting parameters from script (SetFloat/SetBool/SetTrigger), building blend trees, or when the user mentions Animator, Mecanim, state machine, blend tree, or .controller.

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
csharp
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
}
2. Smooth a noisy input into a blend parameter
csharp
// dampTime smooths Speed so the blend tree doesn't snap; great for analog sticks.
_anim.SetFloat(Speed, targetSpeed, 0.1f /* dampTime */, Time.deltaTime);
3. Play / cross-fade a state directly (bypassing parameter conditions)
csharp
// Useful for hit reactions where you want an immediate, explicit transition.
_anim.CrossFade("Hit", 0.1f);                    // blend over 0.1s normalized
// Or jump instantly:  _anim.Play("Hit");
4. Wait until the current state finishes
csharp
private System.Collections.IEnumerator AfterAttack()
{
    var info = _anim.GetCurrentAnimatorStateInfo(0);   // layer 0
    yield return new WaitForSeconds(info.length);      // approximate clip length
    // ...follow-up logic
}
Show full SKILL.md (209 more words)Show less

Pitfalls

  • SetTrigger missed or "sticks" — triggers are consumed by the next satisfied transition and auto-reset; if no transition consumes it, it can fire later unexpectedly. Use ResetTrigger to clear, or prefer a Bool when the condition is a sustained state.
  • String parameter typos fail silently — a misspelled name just does nothing. Use Animator.StringToHash and cache the int hashes.
  • Transition feels laggy — Has Exit Time makes the transition wait for the clip to reach a normalized time. Uncheck it for responsive, condition-driven transitions (jump, hit).
  • Character slides or won't move — Apply Root Motion is on but your code also moves the transform (or vice versa). Decide: root motion or scripted movement, not both.
  • Upper-body layer overrides the whole body — set the layer's Blend mode (Override vs Additive), assign an Avatar Mask, and tune layerWeight (0–1).
  • IK does nothing — IK only applies inside OnAnimatorIK, requires "IK Pass" enabled on the layer, and needs a Humanoid Avatar.

References

  • For blend trees (1D vs 2D Freeform/Directional), animation layers + Avatar Masks, and humanoid IK (OnAnimatorIK, SetIKPositionWeight, SetIKPosition, look-at), read references/blend-trees-and-ik.md.
  • Primary docs: Unity Manual "Animation" section and ScriptReference/Animator.
  • unity-csharp-scripting — the MonoBehaviour and coroutine timing used above.
  • unity-physics — moving the body that the animation visualises.
  • game-ai — deciding when to play which animation state.

© gamedev-skills, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 1 other file (references) in skills/unity/unity-animation of gamedev-skills/awesome-gamedev-agent-skills.

  • SKILL.md
  • references/blend-trees-and-ik.md

Open the folder on GitHubat commit d4b0e35

Compare with similar skills

Unity Animation next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Unity Animation compared with similar skills
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Unity Animation this skillgamedev-skills/awesome-gamedev-agent-skills1.4k—~1.4kAutomated safety check: PassApache-2.0
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Sprite Genaldegad/sprite-gen2.6k—~4.8kAutomated safety check: PassApache-2.0
2D Map and Scene Generator0x0funky/agent-sprite-forge4.4k—~2.9kAutomated safety check: PassMIT
Fantasy Framework Development Guideqq362946/Fantasy1.4k—~5.8kAutomated safety check: PassCustom licence
Dev StoryDonchitos/Claude-Code-Game-Studios26k—~2.4kAutomated safety check: NotesMIT

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Questions about Unity Animation

What does Unity Animation do?

Drive Unity 6.3 LTS character animation with Animator Controllers: states, transitions, parameters, blend trees, animation layers, and humanoid Avatar IK. Unity Animation is an agent skill from gamedev-skills/awesome-gamedev-agent-skills.3 LTS character animation with Animator Controllers: states, transitions, parameters, blend trees, animation layers, and humanoid Avatar IK.

When should I use Unity Animation?

Unity Animation fits situations like: wiring an Animator; setting parameters from script (SetFloat/SetBool/SetTrigger); building blend trees; the user mentions Animator.

How do I install Unity Animation in Claude Code?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-animation -a claude-code`. Or copy the skill folder (skills/unity/unity-animation in gamedev-skills/awesome-gamedev-agent-skills) into .claude/skills/unity-animation in your project. Claude Code loads it when a task matches its description.

How do I install Unity Animation in Codex?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-animation -a codex`. Or copy the skill folder (skills/unity/unity-animation in gamedev-skills/awesome-gamedev-agent-skills) into .agents/skills/unity-animation in your project. Codex loads it when a task matches its description.

Can I use Unity Animation in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-animation -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/unity-animation, .gemini/skills/unity-animation, .github/skills/unity-animation and .opencode/skills/unity-animation in your project.

What does Unity Animation need to run?

SKILL.md names no scripts, command-line tools or credentials: Unity Animation is instructions for the agent only.

Does Unity Animation access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Unity Animation safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Unity Animation use?

Unity Animation is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Unity Animation use?

About 1.4k tokens (SKILL.md is roughly 5.6k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 815 tokens, read only when the agent opens those files.

What are the alternatives to Unity Animation?

Skills that share tags, products or a category with Unity Animation: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Sprite Gen (aldegad/sprite-gen, 2.6k stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars) and Fantasy Framework Development Guide (qq362946/Fantasy, 1.4k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Unity Animation?

gamedev-skills (a GitHub organization) maintains it in gamedev-skills/awesome-gamedev-agent-skills, which has 1,370 GitHub stars. The repository holds 53 skills in this directory. The repository was last updated on September 27, 2026.

Source: gamedev-skills/awesome-gamedev-agent-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.