unity-animationlisted
Install: claude install-skill ibrohim1234567881717/game-dev-ai-skills
# Unity Animation
## Purpose
Unity animation is three stacked systems: the `Animator` state machine
(Mecanim) that most gameplay uses, the Playables graph underneath it that
actually evaluates clips, and Timeline as an authoring layer on top of
Playables. Most animation bugs come from not knowing which layer owns a value -
a transform written by both a script and a clip, a state that will not exit
because of Exit Time, or a pose that changes depending on which state you
entered from because Write Defaults is inconsistent. This skill covers all
three plus the performance characteristics of skinned meshes.
## When to use
- Building or debugging an `AnimatorController`, its parameters and transitions.
- Controls feel laggy or a state change is visibly delayed.
- A pose differs depending on the path taken through the state machine.
- Locomotion blending, aim offsets, or upper-body/lower-body layering.
- Deciding between root motion and code-driven movement.
- Authoring a cutscene, a scripted sequence, or a cinematic camera move.
- `Animator.Update`, `MeshSkinning.Update` or `Animators.Update` is heavy in the
profiler.
## When NOT to use
- Rigidbody motion, character controllers and collision response -
`unity-physics`. Root motion versus physics is covered here; the physics side
is there.
- UI transitions and tweens - `unity-ui-systems`.
- Particle and VFX driven effects - `unity-shaders-vfx`.
- The DOTS animation stack, which is a different evaluation model entirely.