Agent skill

unity-animation

Drive Unity 6 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.

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Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-animation --agent claude-code

Same command for any agent — swap --agent for codex, cursor, copilot.

Facts
Files in the skill folder: 2
SKILL.md size: 6 KB
Bundled scripts: none
Requires: Unity 6 (6000.0 LTS); Animator / Mecanim, humanoid Avatars
Path: skills/unity/unity-animation/SKILL.md
Open the folder on GitHub →
Where it comes from
Stars: 406
Language: Python

Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.

From the SKILL.md

# Unity Animation (Animator / Mecanim) Control animation state with Unity 6's `Animator` and Animator Controllers: parameters, transitions, blend trees, layers, and humanoid IK. Targets **Unity 6 (6000.0 LTS)**. ## 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 pa

What's inside
Steps it walks through
  1. When to use
  2. Core workflow
  3. Patterns
  4. 1. Drive locomotion + a one-shot action from script
  5. 2. Smooth a noisy input into a blend parameter
  6. 3. Play / cross-fade a state directly (bypassing parameter conditions)
  7. 4. Wait until the current state finishes
  8. Pitfalls
  9. References
  10. Related skills
Ships with 1 file
  • references/blend-trees-and-ik.md
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About this skill
What does the unity-animation skill do?

Drive Unity 6 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.

How do I install it?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-animation --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.

Where does this skill come from?

From gamedev-skills/awesome-gamedev-agent-skills, a repository with 406 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.

Is a popular skill a good skill?

Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.

Keep going