Agent skill

Scenario Unity Animation

by scenario-labs in scenario-labs/skills

A skill your agent uses when a Unity 6.3 task involves character animation or cameras: Mixamo or mocap humanoid import and retargeting, Animator Controllers, blend trees, layers and avatar masks…

MITAuto-check passedGame Development

Install Scenario Unity Animation

skills CLI
$ npx skills add scenario-labs/skills --skill scenario-unity-animation -a claude-code

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

GitHub CLI
$ gh skill install scenario-labs/skills scenario-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/scenario-labs/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/game-engines/unity/scenario-unity-animation .claude/skills/scenario-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
scenario-unity-animation
GitHub stars
946
Token cost
~4.2k tokens
SKILL.md length
1,874 words
Files
25 (incl. scripts, references)
Skills in repo
146
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when a Unity 6.3 task involves character animation or cameras: Mixamo or mocap humanoid import and retargeting, Animator Controllers, blend trees, layers and avatar masks…

  • Works in 8 steps: Order is behavior, everywhere. Lower… → Blend-tree coordinates are gameplay… → Idle is its own state when its pose… → …
  • A Unity 6.3 task involves character animation
  • SKILL.md covers Stance (the expert delta), Establish first, Workflow and Numbers, plus 5 more sections
  • Runs C# scripts from its folder; calls npx

What it does

Scenario Unity Animation is an agent skill from scenario-labs/skills. Use when a Unity 6.3 task involves character animation or cameras: Mixamo or mocap humanoid import and retargeting, Animator Controllers, blend trees, layers and avatar masks, root motion, foot sliding, IK and Animation Rigging, Playables, Timeline cutscenes, custom tracks and markers, Cinemachine 3 cameras, camera jitter, flipping blends or cameras hitting walls; or when clips import with no animation, a character T-poses, an idle drifts, feet slide or the head misses its aim target.

Its SKILL.md is about 4.2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 28 other files, including scripts and reference files (for example `references/critique.md`, `references/expert-notes.md` and `references/gui-paths.md`).

It sits in Game Development, covering Game development and Slides and decks. The repository describes itself as: Get production-ready images, video, audio, and 3D from any AI agent: skills that pick the right model, price before spending, and keep characters and brands consistent through… The licence is MIT.

When your agent uses it

  • A Unity 6.3 task involves character animation
  • Cameras: Mixamo
  • Mocap humanoid import and retargeting
  • Animator Controllers

Example prompts

  • “/scenario-unity-animation”

Requirements

  • Node.js

Workflow steps

8 steps, taken from the first numbered list in SKILL.md.

  1. Order is behavior, everywhere. Lower Animator layers win (iHeartGameDev, W0eRZGS6dhQ [00:05:04]); additive stops at the first Override…
  2. Blend-tree coordinates are gameplay units. Children at measured averageSpeed / averageAngularSpeed, not 0 / 0.5 / 1 (_J8RPIaO2Lc…
  3. Idle is its own state when its pose differs from the walk (no exit time on IsMoving), the tree starting at a slow walk (mNxEetKzc04…
  4. Root motion is decided per clip and per axis (6.3 Manual): idle bakes rotation, Y and XZ; straight locomotion bakes rotation and Y; turns…
  5. Automate import from one reference, scoped to a folder (git-amend, V9_Z6hUOG_8): rig in OnPreprocessModel, clips in OnPreprocessAnimation…
  6. Masks make layers; reference poses make additive layers. An Override layer without a mask replaces the whole body; an additive clip only…
  7. Cameras: one Brain, move targets, pick the rig by game type (Unity CM3.1 series). Smart Update plus Late Update blends first on jitter…
  8. Timeline: tracks for continuous actions, markers for instants, Signals when there is no payload (Ciro Continisio, gsEe0_o_934 [00:18:53])…

What it can do on your machine

Read from SKILL.md and the folder at commit f6f8ab7. 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

    Ships 11 files in scripts/ (C#, from the files we listed), which the agent can run.

    Shell commands in SKILL.md call:

    • npx

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

  • Network

    No URLs in SKILL.md. Its commands use npx, which can reach the network depending on how they are called.

    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

Scenario Unity Animation loads about 4.2k tokens when it runs, and up to ~28k if it reads all its reference files. Until then it costs about 129 tokens; SKILL.md has 1,874 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~129
When it runs · the whole SKILL.md, loaded when a task matches
~4.2k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~28k

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); the scripts in this folder are not scanned.

SKILL.md

The full file from scenario-labs/skills at commit f6f8ab7, republished under its MIT licence (© scenario-labs). 1,874 words, ~4,165 tokens.

Download SKILL.mdSave it as .claude/skills/scenario-unity-animation/SKILL.md (or your agent's skills folder). This skill also uses 24 other files; get the full folder from GitHub.
name
scenario-unity-animation
description
Use when a Unity 6.3 task involves character animation or cameras: Mixamo or mocap humanoid import and retargeting, Animator Controllers, blend trees, layers and avatar masks, root motion, foot sliding, IK and Animation Rigging, Playables, Timeline cutscenes, custom tracks and markers, Cinemachine 3 cameras, camera jitter, flipping blends or cameras hitting walls; or when clips import with no animation, a character T-poses, an idle drifts, feet slide or the head misses its aim target.
license
MIT

Unity animation (animator and technical animator)

Expert animation work in Unity is ordering and measurement: which layer, constraint, transition or camera wins is decided by list order, and whether feet, aim and blends are right is decided by numbers taken from the clips. An agent without the Animator, Timeline or Scene windows builds everything from data (AnimatorController, TimelineAsset, Cinemachine and Rigging components), steps it deterministically, measures it, and looks at contact sheets. Target: Unity 6000.3.21f1, Cinemachine 3.1.7, Animation Rigging 1.4.1, Timeline 1.8.12. If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.

REQUIRED BACKGROUND: scenario-unity-expert (channels, review loop, 6.3 traps). Toolkit: scripts/ut_animation.py and C# jobs in scripts/AgentKit/Animation/ (namespace AgentKit.Animation), runtime code in scripts/Runtime/. Install with ut_animation.install(P).

Stance (the expert delta)

  1. Order is behavior, everywhere. Lower Animator layers win (iHeartGameDev, W0eRZGS6dhQ [00:05:04]); additive stops at the first Override [00:09:46]; transitions are uninterruptible by default, and with Ordered Interruption only transitions above the running one cut in, ties to list order (Catherine Proulx, Unity blog; measured: her None, ordered, unordered and same-frame cases reproduce). An interruption blends from a frozen snapshot pose (measured: 0 deg/s bone motion on the interruption frame): keep interrupting transitions short [added inference]. Rig constraints solve depth-first, spine before head or hand (Code Monkey, luBBz5oeR4Q [00:06:20]; measured head error 0.0 vs 17.9 deg).
  2. Blend-tree coordinates are gameplay units. Children at measured averageSpeed / averageAngularSpeed, not 0 / 0.5 / 1 (_J8RPIaO2Lc [00:16:30]); clamp the runtime parameter to the children's extents, or the edge pose holds while speed keeps rising [frame 00:13:38]. Script speed that disagrees with the clip slides the feet (Ketra Games, mNxEetKzc04 [00:00:32]; measured slide p50 0.19 vs 1.14 m/s).
  3. Idle is its own state when its pose differs from the walk (no exit time on IsMoving), the tree starting at a slow walk (mNxEetKzc04 [00:08:54]). Idle at the tree origin is fine only for in-place clips driven by script speed (_J8RPIaO2Lc [00:04:24]).
  4. Root motion is decided per clip and per axis (6.3 Manual): idle bakes rotation, Y and XZ; straight locomotion bakes rotation and Y; turns keep rotation; height-changing clips leave Y unbaked with Based Upon Feet, so blends do not float and a scripted jump does not add the clip's hip rise twice. Based Upon never causes drift: a baked axis has zero delta whatever it says; it only picks where the pose sits. Original keeps the file's facing and position (Ketra bakes Mixamo idles that way, no drift); Body Orientation re-centers mocap segments (measured over 30 s: both 0 m drift, Original faced 88 deg away and stood 2.43 m off; XZ unbaked drifted 0.246 m). One CharacterController.Move(deltaPosition + y) in OnAnimatorMove, never deltaPosition * Time.deltaTime [00:07:21]. Animator.gravityWeight is 1 on Y-baked clips, 0 on Y-unbaked ones, blended across transitions (Manual; measured, and 0 everywhere with root motion off).
  5. Automate import from one reference, scoped to a folder (git-amend, V9_Z6hUOG_8): rig in OnPreprocessModel, clips in OnPreprocessAnimation, GetVersion() bumped on rule changes, never a reimport inside the callbacks. Roles come from file names or rules, never take names: every Mixamo take is "mixamo.com". Reference FBX sub-asset clips; a clip duplicated before the Humanoid switch keeps bone paths (BEZHVYk6Fa4 [00:12:03]; measured: it moved the humanoid 0.0 deg, the post-switch copy 40.1 deg). Copy From Other on a different hierarchy imports zero clips, reported only in the import log (observed). Translation DoF is off by default [00:02:21].
  6. Masks make layers; reference poses make additive layers. An Override layer without a mask replaces the whole body; an additive clip only works over its authored base pose (W0eRZGS6dhQ [00:05:33], [00:09:57]). Masks at import drop fingers and IK goals a clip does not need (Manual, cost).
  7. Cameras: one Brain, move targets, pick the rig by game type (Unity CM3.1 series). Smart Update plus Late Update blends first on jitter (Brain doc). Third Person Follow for over-the-shoulder; FreeLook plus Camera Offset plus Deoccluder fight (u0a1F6BlczE [00:02:41]). A procedural Position Control overrides animation; never parent one to a mover (XTVzs4B1d7I [00:03:10]). Cameras on opposite sides blend through the target: CylindricalPosition hint (measured: none 0.5 m and up dot 0.0, Cylindrical 5.02 m and 0.995, IgnoreTarget alone still 0.5 m) [00:13:32]. Deoccluder: Ignore Tag the player, glass on Transparent Layers; triggers never count (measured). Timeline overrides the Brain: priority is ignored until it stops (measured in Play mode).
  8. Timeline: tracks for continuous actions, markers for instants, Signals when there is no payload (Ciro Continisio, gsEe0_o_934 [00:18:53]). A receiver gets every notification routed to it: type-check [frame 00:22:57]. Mixers run while scrubbing; spawn in OnGraphStart, destroy after [00:45:30].

Establish first

Platform and frame budget (performance hands off numbers); 3D skeletal vs 2D sprites (sprites go to scenario-unity-2d); rig type (Humanoid for retargeting and Mixamo, Generic when one skeleton and cost matter; Generic root motion works through the Root Node); root motion (player feet quality) vs in-place (NavMesh AI, tight speed control); content source: Mixamo (FBX for Unity, 30 fps, keyframe reduction none, same Mixamo character, Without Skin for clips; root motion: In Place off, Character Arm Space raised; mNxEetKzc04 [00:03:04], _J8RPIaO2Lc [00:01:24]), mocap takes to split, DCC; camera style; CM2 already in the project?; cutscene length and branching. Defaults: Humanoid, root motion for the player, CM 3.1.7, 30 fps Timeline, Input System.

Workflow

  1. Packages. AnimPackages.Add with ["com.unity.cinemachine@3.1.7", "com.unity.animation.rigging@1.4.1"] (async, quit=False), then ua.install(P). GATE: ua.pinned_packages(P) all ok.
  2. Import. ua.default_rules("Hero.fbx", files) -> AnimImport.ImportDrop (rules JSON, character first, masks, heals hierarchy mismatches). Split takes with AnimSampler.ClipProfile. GATE: audit counts.error == 0, avatar valid and human, every clip human_motion, no anim.role_fallback, an FBX outside the folder still Generic; AnimImport.AuditClips no anim.generic_duplicate.
  3. Controller. Spec -> AnimControllerBuilder.Build (masks, layers, auto tree positions, transitions with interruption settings, hash class). GATE: counts.error == 0; positions equal measured speeds; ua.blend_tree_checks(tree, param_ranges) clean; urgent exits proven with ua.interruption_probe_spec-style events in SampleStates.
  4. Sample and look. AnimSampler.SampleStates (Rebind, fixed Animator.Update; events, trace, per-sample clip/controller), LocomotionMetrics (clip for one clip alone). GATE: expected states; masked bones 0.000 deg; ground speed within 5 %; slide p50 < 0.25 m/s; idle 30 s drift < 1 cm; gravityWeight 0 through Y-unbaked clips (root motion on); sheet opened.
  5. Rigging. AnimRigging.BuildAimRig then AuditRigs. GATE: head < 1 deg, hand < 1 cm, no rig.solve_order, frame looked at; one target moved, never rebound (rig.runtime_rebind); rig weight fades as the target goes behind (Htl7ysv10Qs [00:07:54], a Play-mode sample of Rig.weight).
  6. Cameras. AnimCinemachine.SetupCameras (rigs, blend_hint, deoccluder), AuditCameras, CameraProbe (Manual Update; obstacles, occlusion linecast, series). GATE: live camera per event; ua.camera_probe_checks empty (no flip, no swing-through, no occluded or inside-geometry frames); ua.jitter_metrics reversal < 5 % [added]; audit 0 warn.
  7. Timeline. AnimTimeline.BuildCutscene, SampleCutscene (scrub, frames), PlayCutscene (Play mode: markers, signals, live camera, handback), AuditTimeline. GATE: bindings; numeric blends; no root snap; markers and signals once; audit 0 warn; after the end the Brain's priority camera is live.
  8. Proof and code. AnimProcedural.RootMotionPlay (one Move per frame), ua.scan_csharp(Assets) clean, numbers to scenario-unity-performance.

Procedures with full code and recorded results: references/procedures.md.

Show full SKILL.md (707 more words)Show less

Numbers

ValueRelative toSource
Clamp(0.1 x length, 0.1 s, 0.5 x length)one-shot blend; blend out at length minus blendfQzKJO-0dS8 [00:07:58]
0.7 aim / 0.3 lookchest weight under a hand aim / a head lookluBBz5oeR4Q [00:06:53]; Htl7ysv10Qs [00:08:59]
-100..100 deghead aim limits, fade weight behindHtl7ysv10Qs [00:06:58]
Min 1 s, Wait 0State-Driven camera against flickering statesu0a1F6BlczE [00:09:32]
primary 2, fallback 1ClearShot prioritiesu0a1F6BlczE [00:14:53]
30 fps, keyframe reduction noneMixamo download_J8RPIaO2Lc [00:01:24]
T < sqrt(4 k2 + k1^2) - k1second-order stabilityKPoeNZZ6H4s [00:12:29]
1.08 / 3.51 m/s, -98 / +77 deg/sWalk, Jog, turns of Unity's sample mocapobserved
0 m vs 0.246 m30 s idle drift, XZ baked vs unbakedobserved
0.5 m vs 5.02 mclosest camera approach, no hint vs Cylindricalobserved

Quality gates

  • Measurable: import audit and AuditClips clean; controller audit; mask check; speed within 5 %; slide p50; idle drift; rig errors; camera probe checks and jitter; Timeline bindings, events, audit; one Move per frame; C# scan.
  • Visual: a contact sheet per stage judged with references/critique.md (T-pose, feet in the floor, arms through the body, snaps, camera flips, framing); ut_review flags none.

Common mistakes

MistakeWhat it looks likeFix
sampling with Culling Mode not Always Animatebatch captures show the bind posethe sampler forces Always Animate (observed)
flags chosen from take namesevery Mixamo clip gets the same loop and bake flagsroles from file names or rules; rename clips
unscoped import processorevery FBX in the project turns Humanoida rules file or an assetPath guard; ua.scan_csharp
jump clip with root Y bakedfloats in blends; hip rise added to the scripted jumpY unbaked, Based Upon Feet
.anim duplicated before the Humanoid switchthe clip plays on no humanoidre-duplicate after, or reference the FBX clip
Copy From Other on a different hierarchyFBX imports with no clips, console silentread the import log; own avatar per file (observed)
Based Upon blamed for driftidle slides away over loopsbake XZ; Based Upon only places the pose
parameter past the tree extentsspeed rises, animation does notclamp to the children
head constraint above the chesthead misses its targetbody first in sibling order
cameras on opposite sides, no hintblend dives through the head and flipsCylindricalPosition on both
glass or triggers treated as wallscamera jumps in front of windowsTransparent Layers; triggers are ignored
priority raised during a cutscenenothing changes until it endsTimeline owns the Brain
Priority set from an editor scriptBrain keeps the old cameracam.Prioritize() (observed)
scrubbing to test markers or the handbackno marker fires; last shot stays livePlayCutscene (observed)
OnNotify without a type checkreacts to every markerif (n is MyMarker m)
Optimize Game Objects applied earlyscene instance vanishesapply late, before shipping (BEZHVYk6Fa4 [00:07:22])

More agent traps (GUID moves on archive, one class per file, ?? on Unity objects, Play-mode reads): references/procedures.md.

Handoffs

  • Receives: character FBX and clips from scenario-blender-expert, scenario-maya-expert or scenario-3d; input actions from scenario-unity-architecture; locomotion speeds, NavMesh agents and gameplay events from scenario-unity-gameplay; import-pipeline conventions from scenario-unity-pipeline-automation.
  • Delivers: to scenario-unity-gameplay the controller, parameter contract (Speed m/s, TurnRate deg/s, IsMoving, Jump), hash class, root-motion mover (vertical source); to scenario-unity-rendering-lighting camera cuts (reset temporal effects on Camera Cut) and Timeline light tracks; to scenario-unity-performance Animator counts, culling modes, import masks, Optimize Game Objects late; to scenario-unity-vfx Signals and Activation tracks. Packet: project, jobs, audit JSON, sheets, metrics, Verified and Assumed lists.

Unity 6.3 notes

  • The 6000.3.21f1 manifest lists Cinemachine 2.10.7; a bare Client.Add resolved 3.1.7 (observed): pin anyway. CM3 is Unity.Cinemachine, CinemachineCamera plus components; CM2 upgrade = retype to CinemachineVirtualCameraBase, then Upgrade Entire Project (no Undo). In 6.6 CM3, Timeline and Animation Rigging become core.
  • Timeline 1.8: editorSettings.frameRate. 6.3 adds Animator.ResetControllerState. Obsolete ModelImporter members become errors in 6.5.
  • Templates run the Input System only; entering Play mode reloads the domain (Play-mode jobs switch it off for the run).

References

  • references/expert-notes.md: principles and judgment by expert, with source and timestamp.
  • references/procedures.md: every job with args, the Unity calls behind it, live test and result.
  • references/critique.md: the rubric to judge rigs, blends, feet, cameras and cutscenes.
  • references/gui-paths.md: windows and menus for the same work.
  • references/sources.md: every source, credential, URL, best timestamps, revision history.

© scenario-labs, MIT. 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 24 other files (scripts, references) in skills/game-engines/unity/scenario-unity-animation of scenario-labs/skills.

  • SKILL.md
  • references/critique.md
  • references/expert-notes.md
  • references/gui-paths.md
  • references/procedures.md
  • references/sources.md
  • scripts/AgentKit/Animation/AnimCinemachine.cs
  • scripts/AgentKit/Animation/AnimControllerBuilder.cs
  • scripts/AgentKit/Animation/AnimImport.cs
  • scripts/AgentKit/Animation/AnimPackages.cs
  • scripts/AgentKit/Animation/AnimPlayMode.cs
  • scripts/AgentKit/Animation/AnimProcedural.cs
  • scripts/AgentKit/Animation/AnimRigging.cs
  • scripts/AgentKit/Animation/AnimSampler.cs
  • scripts/AgentKit/Animation/AnimTimeline.cs
  • scripts/AgentKit/Animation/AnimUtil.cs
  • scripts/Runtime
  • … and 8 more

Open the folder on GitHubat commit f6f8ab7

Compare with similar skills

Scenario 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.

Scenario Unity Animation compared with similar skills
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Scenario Unity Animation this skillscenario-labs/skills946—~4.2kAutomated safety check: PassMIT
Godot 2D Movementgamedev-skills/awesome-gamedev-agent-skills1.4k—~1.5kAutomated safety check: PassApache-2.0
Godot 2D Physicsthedivergentai/GD-Agentic-Skills821—~4kAutomated safety check: PassLGPL-3.0
Godot Characterbody 2Dthedivergentai/GD-Agentic-Skills821—~3.3kAutomated safety check: PassLGPL-3.0
Godot Gdscript Patterns925236118/AlphaAgent10310 repos~5kAutomated safety check: PassMIT
Sprite Genaldegad/sprite-gen2.7k—~4.9kAutomated safety check: PassApache-2.0

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Questions about Scenario Unity Animation

What does Scenario Unity Animation do?

A skill your agent uses when a Unity 6.3 task involves character animation or cameras: Mixamo or mocap humanoid import and retargeting, Animator Controllers, blend trees, layers and avatar masks…. Scenario Unity Animation is an agent skill from scenario-labs/skills.3 task involves character animation or cameras: Mixamo or mocap humanoid import and retargeting, Animator Controllers, blend trees, layers and avatar masks, root motion, foot sliding, IK and Animation Rigging, Playables, Timeline cutscenes, custom tracks and markers, Cinemachine 3 cameras, camera jitter, flipping blends or cameras hitting walls; or when clips import with no animation, a character T-poses, an idle drifts, feet slide or the head misses its aim target.

When should I use Scenario Unity Animation?

Scenario Unity Animation fits situations like: A Unity 6.3 task involves character animation; cameras: Mixamo; mocap humanoid import and retargeting; animator Controllers.

How do I install Scenario Unity Animation in Claude Code?

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

How do I install Scenario Unity Animation in Codex?

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

Can I use Scenario 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 scenario-labs/skills --skill scenario-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/scenario-unity-animation, .gemini/skills/scenario-unity-animation, .github/skills/scenario-unity-animation and .opencode/skills/scenario-unity-animation in your project.

What does Scenario Unity Animation need to run?

Going by SKILL.md and its folder, Scenario Unity Animation needs C# for the scripts in its folder and the command-line tools its instructions call (npx). Our summary lists: Node.js.

Does Scenario Unity Animation access the network?

SKILL.md contains no URLs. Its commands use npx, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Scenario 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Scenario Unity Animation use?

Scenario Unity Animation is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Scenario Unity Animation use?

About 4.2k tokens (SKILL.md is roughly 17k 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 24k tokens, read only when the agent opens those files.

What are the alternatives to Scenario Unity Animation?

Skills that share tags, products or a category with Scenario Unity Animation: Godot 2D Movement (gamedev-skills/awesome-gamedev-agent-skills, 1.4k stars), Godot 2D Physics (thedivergentai/GD-Agentic-Skills, 821 stars), Godot Characterbody 2D (thedivergentai/GD-Agentic-Skills, 821 stars) and Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Scenario Unity Animation?

scenario-labs (a GitHub organization) maintains it in scenario-labs/skills, which has 946 GitHub stars. The repository holds 146 skills in this directory. The repository was last updated on October 10, 2026.

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