unity-animation
Unity Animation skill for Animator controllers, Animation Rigging, Timeline integration, and animation state machines.
Best use case
unity-animation is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
Unity Animation skill for Animator controllers, Animation Rigging, Timeline integration, and animation state machines.
Teams using unity-animation should expect a more consistent output, faster repeated execution, less prompt rewriting.
When to use this skill
- You want a reusable workflow that can be run more than once with consistent structure.
When not to use this skill
- You only need a quick one-off answer and do not need a reusable workflow.
- You cannot install or maintain the underlying files, dependencies, or repository context.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/unity-animation/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How unity-animation Compares
| Feature / Agent | unity-animation | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
Unity Animation skill for Animator controllers, Animation Rigging, Timeline integration, and animation state machines.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
# Unity Animation Skill
Animation system implementation and configuration in Unity.
## Overview
This skill provides capabilities for implementing character and object animation using Unity's Animator, Animation Rigging, and Timeline systems.
## Capabilities
### Animator Controllers
- Create state machines
- Configure blend trees
- Set up animation layers
- Handle state transitions
### Animation Rigging
- Implement IK constraints
- Create procedural animation
- Set up multi-aim constraints
- Handle runtime rigging
### Timeline
- Create animation clips
- Sequence cutscenes
- Integrate with Cinemachine
- Handle animation events
### Avatar System
- Configure humanoid avatars
- Set up animation retargeting
- Handle muscle settings
- Manage avatar masks
## Prerequisites
- Unity 2021.3+
- Animation Rigging package (optional)
- Timeline package (built-in)
## Usage Patterns
### Animator Controller
```csharp
public class CharacterAnimator : MonoBehaviour
{
private Animator animator;
private static readonly int SpeedHash = Animator.StringToHash("Speed");
private static readonly int JumpTrigger = Animator.StringToHash("Jump");
void Update()
{
float speed = GetMovementSpeed();
animator.SetFloat(SpeedHash, speed, 0.1f, Time.deltaTime);
if (Input.GetButtonDown("Jump"))
{
animator.SetTrigger(JumpTrigger);
}
}
}
```
### Animation Rigging
```csharp
[RequireComponent(typeof(RigBuilder))]
public class AimRig : MonoBehaviour
{
[SerializeField] private MultiAimConstraint aimConstraint;
[SerializeField] private Transform aimTarget;
public void SetAimWeight(float weight)
{
aimConstraint.weight = weight;
}
}
```
## Best Practices
1. Use parameter hashes for performance
2. Organize layers by body part
3. Use avatar masks for partial animations
4. Profile animator updates
5. Use sub-state machines for organization
## References
- [Animation Documentation](https://docs.unity3d.com/Manual/AnimationSection.html)Related Skills
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