Installable skillMIT

Unity Animation Skill

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

BY a5c-aiUPDATED Oct 27, 2026
INTENDED FOR✳Claude Code>_Codex◈OpenClaw↗CursorInstall in a listed agent.

instructions.md

---
name: unity-animation
description: Unity Animation skill for Animator controllers, Animation Rigging, Timeline integration, and animation state machines.
allowed-tools: Read, Grep, Write, Bash, Edit, Glob, WebFetch
graph:
  domains: [domain:gaming]
  specializations: [specialization:game-development]
  skillAreas: [skill-area:animation-transitions, skill-area:game-engines]
  roles: [role:game-developer]
---

# 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)
COMPATIBILITY & REFERENCES

Platform guidance

Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.