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Skills/gamedev-skills/awesome-gamedev-agent-skills/unity-animation
unity-animation logo

unity-animation

gamedev-skills/awesome-gamedev-agent-skills
894 installs462 stars
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Installation

npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill unity-animation

Summary

>

SKILL.md

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).

  1. Define parameters on the controller — Float (Speed), Bool (IsGrounded), Int,

Trigger (Jump) — and states with transitions whose conditions read those parameters.

  1. Set parameters from script, never poke states directly: SetFloat, SetBool,

SetInteger, SetTrigger. The state machine resolves transitions for you.

  1. Blend continuous motion with a Blend Tree (one Float like Speed drives idle↔walk↔run)

instead of many discrete states + transitions.

  1. Layer additive/override motion (e.g. an upper-body "aim" layer with an Avatar Mask) and

control its layerWeight.

  1. 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

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

// 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)

// 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

private System.Collections.IEnumerator AfterAttack()
{
    var info = _anim.GetCurrentAnimatorStateInfo(0);   // layer 0
    yield return new WaitForSeconds(info.length);      // approximate clip length
    // ...follow-up logic
}

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.

Related skills

  • 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.

Score

0–100
55/ 100

Grade

C

Popularity15/30

894 installs — growing adoption.

Completeness19/30

Documented: full SKILL.md body, one-line install. Missing: description, category/license metadata.

Trust15/25

Community skill with a public GitHub source repository you can review.

Freshness6/15

No update timestamp is tracked for this skill in our catalog.

Scored automatically from popularity, completeness, trust, and freshness — computed only from data in our catalog, never fabricated.

Proud of your score? Add this badge to your README.

Paste a snippet into your GitHub README. The badge updates automatically and links back to this page.

Unity Animation skill score badge previewScore badge

Markdown

[![Unity Animation skill](https://www.claudemarket.ai/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-animation/badges/score.svg)](https://www.claudemarket.ai/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-animation)

HTML

<a href="https://www.claudemarket.ai/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-animation"><img src="https://www.claudemarket.ai/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-animation/badges/score.svg" alt="Unity Animation skill"/></a>

Unity Animation FAQ

How do I install the Unity Animation skill?

Run “npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill unity-animation” in your terminal. The skill is added to your agent's skills directory and picked up automatically on the next run — no restart or extra configuration needed.

What does the Unity Animation skill do?

> The full SKILL.md on this page shows the exact instructions the skill gives your agent.

Is the Unity Animation skill free?

Yes. Unity Animation is a free, open-source skill published from gamedev-skills/awesome-gamedev-agent-skills. As with any third-party skill, review the source repository before installing it into an agent with sensitive access.

Does Unity Animation work with Claude Code and OpenClaw?

Yes. Skills use the portable SKILL.md format, so Unity Animation works with Claude Code, OpenClaw, Codex, Hermes, and any other agent that reads SKILL.md skills.

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