unity-animation
SolidUse for AnimationClip keyframes and events, Animator controllers and blend trees, or Timeline cinematic sequences.
AI & Automation 27 stars
4 forks Updated today MIT
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Skill Content
# Unity Animation
If it is not already loaded, read
`.claude/skills/unity-mcp-operations/SKILL.md` once. Enable `MEDIA`, then choose
the model before editing:
| Need | Use |
|---|---|
| Curves or events on one object | `animation` |
| Reusable state machine or blend tree | `animator` |
| Multi-track cinematic sequence | `timeline` |
| Draft Animator changes from natural language | `animator_intent` with dry run |
## AnimationClip
```text
animation(
action="create",
path="/Door",
clip_name="DoorOpen",
property="localEulerAnglesRaw.y",
keys="t:0 v:0; t:1 v:90",
tangent="smooth"
)
animation(action="get", path="/Door", clip="DoorOpen")
animation(action="preview", path="/Door", clip="DoorOpen", time=0.5)
```
Keyframe data belongs in `keys`; do not invent a standalone `value` argument.
## Animator
Read [animator.md](references/animator.md) for parameters, states,
transitions, layers, and blend trees.
## Timeline
Read [timeline.md](references/timeline.md) for tracks, clips, bindings, timing,
markers, and preview.
## Rules
- Inspect existing clips, controllers, or tracks before mutation.
- Use precise tools for exact values; use intent tools for drafts and inspect
the dry-run result before execution.
- Group only batch-compatible low-level commands.
- Verify names, bindings, transitions, and timing from data.
- Preview representative times, then use screenshots only for visual quality.
Details
- Author
- german-krasnikov
- Repository
- german-krasnikov/unity-biome-mcp
- Created
- 2 months ago
- Last Updated
- today
- Language
- C#
- License
- MIT
Integrates with
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