Unity Animation skill for Animator controllers, Animation Rigging, Timeline integration, and animation state machines.
Scanned 9/2/2026
Install to Claude Code
npx -y skills add a5c-ai/babysitter --skill unity-animation --agent claude-codeInstalls into .claude/skills of the current project.
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---
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)
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