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Unity Animation

OrganizationPopular
gamedev-skills
unity-animation

Drive Unity 6.3 LTS 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.

Overview

Publishergamedev-skills
Repositoryawesome-gamedev-agent-skills
Skill nameunity-animation
Stars
1.3K
Forks
107
Bundled files
1
LicenseApache-2.0
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 1 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by gamedev-skills on GitHub. Read the source before you install it.

Installation

Install the Unity Animation AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/unity/unity-animation
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git /tmp/awesome-gamedev-agent-skills
mkdir -p .claude/skills
cp -r /tmp/awesome-gamedev-agent-skills/skills/unity/unity-animation .claude/skills/unity-animation
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Unity Animation in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Unity Animation on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Unity Animation is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

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).
  2. Define parameters on the controller — Float (Speed), Bool (IsGrounded), Int, Trigger (Jump) — and states with transitions whose conditions read those parameters.
  3. Set parameters from script, never poke states directly: SetFloat, SetBool, SetInteger, SetTrigger. The state machine resolves transitions for you.
  4. Blend continuous motion with a Blend Tree (one Float like Speed drives idle↔walk↔run) instead of many discrete states + transitions.
  5. Layer additive/override motion (e.g. an upper-body "aim" layer with an Avatar Mask) and control its layerWeight.
  6. 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

csharp
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

csharp
// 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)

csharp
// 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

csharp
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.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Unity Animation AI skill do?

Drive Unity 6.3 LTS 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.

Why use Unity Animation on TypingMind?

Because you install it once and use it with any model. Unity Animation is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Unity Animation in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/unity/unity-animation. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Unity Animation?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Unity Animation?

As many as you like. As long as a model supports skills, you can use Unity Animation with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Unity Animation AI skill free?

Yes. It is published on GitHub by gamedev-skills under the Apache-2.0 license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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