unity-animation

Unity Animation skill for Animator controllers, Animation Rigging, Timeline integration, and animation state machines.

509 stars

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

$curl -o ~/.claude/skills/unity-animation/SKILL.md --create-dirs "https://raw.githubusercontent.com/a5c-ai/babysitter/main/library/specializations/game-development/skills/unity-animation/SKILL.md"

Manual Installation

  1. Download SKILL.md from GitHub
  2. Place it in .claude/skills/unity-animation/SKILL.md inside your project
  3. Restart your AI agent — it will auto-discover the skill

How unity-animation Compares

Feature / Agentunity-animationStandard Approach
Platform SupportNot specifiedLimited / Varies
Context Awareness High Baseline
Installation ComplexityUnknownN/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)

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