agentsclimarketplace

Unity animation

Skill a5c-ai/babysitter/library/specializations/game-development/skills/unity-animation

Unity Animation skill for Animator controllers, Animation Rigging, Timeline integration, and animation state machines.From its SKILL.md

Install
npx -y skills add a5c-ai/babysitter --skill unity-animation

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

SKILL.md

2.4 KB, 430 tokens by cl100k_base, as published. Nobody here has run it

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

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

[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

What ships with it: 1 file

890 B alongside SKILL.md

Keep looking

Skills are one crate of 325,949. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.