From unity-kit
Animator controllers, animation clips, 2D sprite/rig animation, and animation-driven gameplay in Unity. Use when creating or wiring animations, Animator state machines, blend trees, animation events, or importing animated art (Aseprite/rigged sprites/FBX).
How this skill is triggered — by the user, by Claude, or both
Slash command
/unity-kit:unity-animationThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
MCP tooling: activate the `animation` group (`manage_tools`) for `manage_animation` (Animator control + AnimationClip creation). Assets live under `Assets/Animations/<Feature>/`.
MCP tooling: activate the animation group (manage_tools) for manage_animation (Animator control + AnimationClip creation). Assets live under Assets/Animations/<Feature>/.
static readonly int Speed = Animator.StringToHash("Speed"); — never scatter string literals.GetCurrentAnimatorStateInfo, or via manage_animation when inspecting in-editor.manage_animation) whenever renaming such a method.Mathf.Lerp or Animator is fine. For pervasive juice, a tween library (e.g. DOTween via OpenUPM/Asset Store) is worth it — but it's a dependency: ask the user before adding it (see unity-packages skill).Animations only prove themselves moving: play mode + read_console (animation events throwing?), and a manage_camera screenshot mid-motion or a short play-mode observation. State-machine wiring can be inspected via manage_animation without entering play mode.
npx claudepluginhub benjamin-curlier/unity-kit --plugin unity-kitGuides completion of development work by verifying tests, detecting environment, and presenting structured options for merge, PR, or cleanup.
Enforces test-driven development: write failing test first, then minimal code to pass. Use when implementing features or bugfixes.
Guides creation and editing of skills using test-driven development with pressure scenarios and subagents to verify agent compliance.