[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M6ES8DN5GQBFD39NAV4RY6ZD":3,"skill-same:01M6ES8DN5GQBFD39NAV4RY6ZD":68},{"skillNo":4,"name":5,"nameZh":6,"description":7,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":16,"categories":17,"keywords":18,"publishedAt":31,"linkOnly":32,"markdownContent":33,"markdownBody":34,"frontMatter":35,"refName":38,"commitSha":39,"skillDirectory":40,"forksCount":41,"repositoryHtmlUrl":42,"repositoryHomepageUrl":43,"ownerHtmlUrl":44,"ownerBlogUrl":45,"ownerDescription":46,"updatedAt":47,"install":48,"resources":61},"01M6ES8DN5GQBFD39NAV4RY6ZD","unity-animate-actors",null,"Integrate Unity actor animation with explicit Animator ownership, root motion, gameplay events, and interruption behavior.","TimothyMeadows\u002FHephaera","TimothyMeadows","https:\u002F\u002Favatars.githubusercontent.com\u002Fu\u002F4072037?v=4","01M6ERVE3WV9X55S1NT4W5FDGA","Timothy D Meadows II","01M6ERVE8H7CBATH6KYFDKG5CJ",4,"MIT","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Funity-animate-actors\u002FSKILL.md",[],[19,20,21,22,23,24,25,26,27,28,29,30],"animate","unity","unity animate actors","Animation","behavior","integrate","gameplay","motion","events","ownership","with","root","2026-11-10 10:12:30",false,"---\nname: unity-animate-actors\ndescription: Integrate Unity actor animation with explicit Animator ownership, root motion, gameplay events, and interruption behavior.\nengines: [UNITY]\n---\n\n# Unity Animate Actors\n\n## When to use\n\nIntegrate Unity actor animation with explicit Animator ownership, root motion, gameplay events, and interruption behavior. Use this feature only for Unity-owned project code and assets.\n\n## Activation and prerequisites\n\nRun `commands\u002Fresolve-engine.sh` and `commands\u002Fresolve-skill.sh unity-animate-actors` before edits or tool launches. Continue only when the effective engine is `UNITY` and this skill is eligible. A requested skill never selects its engine. Honor the resolved task override evidence and permitted output scope when an isolated prototype is selected.\n\nRecord Unity and animation package versions, rig\u002Fimport settings, available clips, Animator Controller or selected Playables strategy, root-motion policy, simulation clocks and animation budgets. Animation Rigging is optional and must already be selected.\n\n## Workflow\n\n1. Inspect Avatar compatibility, scale, bone mapping, clip import ranges and loop settings. Preserve source model provenance and identify animation-only reimports that could change clips or bindings.\n2. Define Animator parameters, states, transitions, layers, masks and blend trees around gameplay state. Name the owner that writes each parameter; avoid competing scripts issuing incompatible transitions.\n3. Choose in-place or root-driven movement per state. With root motion, use OnAnimatorMove and the selected controller\u002Fphysics integration deliberately; do not apply both authored displacement and an independent movement displacement.\n4. Separate authoritative action windows from animation-only cues. If Animation Events or StateMachineBehaviour callbacks emit gameplay requests, validate action identity and lifetime so skipped, repeated or interrupted transitions cannot duplicate hits.\n5. Specify cancellation, crossfade duration, layer recovery and completion semantics for attacks, death, stun and scene unloading. A disabled Animator or culled actor must not strand an authoritative action.\n6. Handle attachments, IK and procedural adjustments in the proper evaluation phase. Pool or release transient objects and remove Playables graphs, callbacks and rig references on teardown.\n7. Synchronize sound, VFX and bounded haptic cues through shared event identities. Give each presentation channel an explicit scaled or unscaled clock and keep reduced-motion settings independent of gameplay timing.\n\n## Verification\n\n- Inspect transitions at slow playback and normal speed; test missing clips, incompatible Avatars, interrupted attacks and repeated state entry.\n- Check root-motion distance against collisions and moving platforms, then test offscreen culling, pause and Animator disable\u002Fre-enable.\n- Measure animation CPU and memory on representative actor counts and include native footage of blend seams, feet and attachment alignment.\n\n## Output\n\nAnimator\u002Fclip\u002Frig configuration, parameter and movement ownership map, interruption and event contracts, native animation captures and performance measurements. Record environment, expected and observed results, evidence paths, and blocked or not-run checks separately from passes.\n\n## Boundaries\n\nDo not claim production animation from an imported skeleton alone. New clips, rigging changes or package adoption require their own asset and dependency review. Engine guidance applies to engine-owned code; independent services retain their architecture contracts.\n\n## References\n\n- [Unity Animator controllers](https:\u002F\u002Fdocs.unity3d.com\u002F6000.0\u002FDocumentation\u002FManual\u002Fclass-AnimatorController.html). Use the documentation matching the installed project version.\n- [Root motion handling](https:\u002F\u002Fdocs.unity3d.com\u002F6000.0\u002FDocumentation\u002FScriptReference\u002FMonoBehaviour.OnAnimatorMove.html). Use the documentation matching the installed project version.\n\n","# Unity Animate Actors\n\n## When to use\n\nIntegrate Unity actor animation with explicit Animator ownership, root motion, gameplay events, and interruption behavior. Use this feature only for Unity-owned project code and assets.\n\n## Activation and prerequisites\n\nRun `commands\u002Fresolve-engine.sh` and `commands\u002Fresolve-skill.sh unity-animate-actors` before edits or tool launches. Continue only when the effective engine is `UNITY` and this skill is eligible. A requested skill never selects its engine. Honor the resolved task override evidence and permitted output scope when an isolated prototype is selected.\n\nRecord Unity and animation package versions, rig\u002Fimport settings, available clips, Animator Controller or selected Playables strategy, root-motion policy, simulation clocks and animation budgets. Animation Rigging is optional and must already be selected.\n\n## Workflow\n\n1. Inspect Avatar compatibility, scale, bone mapping, clip import ranges and loop settings. Preserve source model provenance and identify animation-only reimports that could change clips or bindings.\n2. Define Animator parameters, states, transitions, layers, masks and blend trees around gameplay state. Name the owner that writes each parameter; avoid competing scripts issuing incompatible transitions.\n3. Choose in-place or root-driven movement per state. With root motion, use OnAnimatorMove and the selected controller\u002Fphysics integration deliberately; do not apply both authored displacement and an independent movement displacement.\n4. Separate authoritative action windows from animation-only cues. If Animation Events or StateMachineBehaviour callbacks emit gameplay requests, validate action identity and lifetime so skipped, repeated or interrupted transitions cannot duplicate hits.\n5. Specify cancellation, crossfade duration, layer recovery and completion semantics for attacks, death, stun and scene unloading. A disabled Animator or culled actor must not strand an authoritative action.\n6. Handle attachments, IK and procedural adjustments in the proper evaluation phase. Pool or release transient objects and remove Playables graphs, callbacks and rig references on teardown.\n7. Synchronize sound, VFX and bounded haptic cues through shared event identities. Give each presentation channel an explicit scaled or unscaled clock and keep reduced-motion settings independent of gameplay timing.\n\n## Verification\n\n- Inspect transitions at slow playback and normal speed; test missing clips, incompatible Avatars, interrupted attacks and repeated state entry.\n- Check root-motion distance against collisions and moving platforms, then test offscreen culling, pause and Animator disable\u002Fre-enable.\n- Measure animation CPU and memory on representative actor counts and include native footage of blend seams, feet and attachment alignment.\n\n## Output\n\nAnimator\u002Fclip\u002Frig configuration, parameter and movement ownership map, interruption and event contracts, native animation captures and performance measurements. Record environment, expected and observed results, evidence paths, and blocked or not-run checks separately from passes.\n\n## Boundaries\n\nDo not claim production animation from an imported skeleton alone. New clips, rigging changes or package adoption require their own asset and dependency review. Engine guidance applies to engine-owned code; independent services retain their architecture contracts.\n\n## References\n\n- [Unity Animator controllers](https:\u002F\u002Fdocs.unity3d.com\u002F6000.0\u002FDocumentation\u002FManual\u002Fclass-AnimatorController.html). Use the documentation matching the installed project version.\n- [Root motion handling](https:\u002F\u002Fdocs.unity3d.com\u002F6000.0\u002FDocumentation\u002FScriptReference\u002FMonoBehaviour.OnAnimatorMove.html). Use the documentation matching the installed project version.\n\n",{"name":5,"engines":36,"description":7},[37],"UNITY","main","f819d9a9c7d641d8c7e14b59560a4fd358ec4630","skills\u002Funity-animate-actors",3,"https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera","https:\u002F\u002Fhephaera.com\u002F","https:\u002F\u002Fgithub.com\u002FTimothyMeadows","http:\u002F\u002Fwww.timothymeadows.com","Software & AI Systems Architect | Distributed Systems & Agentic Platforms","2026-11-13 12:12:19",{"source":8,"skillName":5,"commands":49,"prompt":59,"zipAvailable":60},[50,53,56],{"tool":51,"command":52},"npx","npx skills add TimothyMeadows\u002FHephaera --skill unity-animate-actors",{"tool":54,"command":55},"bunx","bunx skills add TimothyMeadows\u002FHephaera --skill unity-animate-actors",{"tool":57,"command":58},"pnpm","pnpm dlx skills add TimothyMeadows\u002FHephaera --skill unity-animate-actors","安装技能，技能地址：https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Funity-animate-actors\u002FSKILL.md",true,[62],{"path":63,"resourceType":64,"resourceTypeDesc":65,"sizeBytes":66,"sourceHtmlUrl":67},"agents\u002Fopenai.yaml","REFERENCE","参考文档",269,"https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Funity-animate-actors\u002Fagents\u002Fopenai.yaml",[69,92,116,135,153,172],{"skillNo":70,"name":71,"nameZh":6,"description":72,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":73,"categories":74,"keywords":75,"publishedAt":31},"01M70V3EJ7JDFDFJ3XTKRGKRBP","verify-web3-game-lifecycle","Verify a game's selected Web3 asset, wallet, ownership and trading lifecycle with contract properties, canonical recovery, actual target evidence and separate release readiness.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fverify-web3-game-lifecycle\u002FSKILL.md",[],[76,77,78,79,80,29,81,82,83,84,85,86,87,88,89,90,28,91],"game","verify","lifecycle","verify web3 game lifecycle","web3","evidence","readiness","release readiness","Wallet","recovery","properties","release","contract","canonical","asset","trading",{"skillNo":93,"name":94,"nameZh":6,"description":95,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":96,"categories":97,"keywords":98,"publishedAt":31},"01M70V3CS767H4M1FP4C2A7K51","verify-onchain-game-assets","Verify exact on-chain game collection ownership and quantities at canonical blocks, reconcile inventory events, and design honest match admission. Use for ERC721\u002FERC1155 inventory, reorg recovery, reservations, or transfer-during-match rules.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fverify-onchain-game-assets\u002FSKILL.md",[],[76,99,77,100,101,102,103,104,105,106,107,108,109,110,111,112,85,113,114,115],"onchain","game assets","assets","verify onchain game assets","chain","for","inventory","reservations","design","erc721","use","Rules","collection","on-chain","at","blocks","reconcile",{"skillNo":117,"name":118,"nameZh":6,"description":119,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":120,"categories":121,"keywords":122,"publishedAt":31},"01M70TZYWE48MTM8CGGDMWSJDN","plan-web3-game-assets","Define an opt-in Ethereum, Base or Immutable game-asset lifecycle, including token identity, supply, rights, custody, game eligibility and chain-specific dependencies.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fplan-web3-game-assets\u002FSKILL.md",[],[76,123,100,101,124,80,125,126,127,128,103,129,78,130,131,132,133,90,134],"plan","plan web3 game assets","supply","opt","immutable","rights","dependencies","token","base","define","ethereum","identity",{"skillNo":136,"name":137,"nameZh":6,"description":138,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":139,"categories":140,"keywords":141,"publishedAt":31},"01M70TYYZ7SPZ7PE6A6GQ5RXQ9","integrate-game-wallets","Integrate explicit player-wallet connection, scoped SIWE authentication, authority invalidation and reviewed target-specific handoff without application-held player keys.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fintegrate-game-wallets\u002FSKILL.md",[],[76,142,24,143,144,84,145,146,147,148,149,150,151,152],"integrate game wallets","wallets","siwe","keys","authentication","player","scoped","connection","authority","application","handoff",{"skillNo":154,"name":155,"nameZh":6,"description":156,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":157,"categories":158,"keywords":159,"publishedAt":31},"01M70TYX656BP1R0KWMYRX437R","integrate-game-asset-trading","Integrate explicitly selected game asset settlement with exact unsigned intents, scoped approvals, idempotent operations and canonical receipt reconciliation. Use for NFT listing, buying, cancellation, retries or marketplace integration.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fintegrate-game-asset-trading\u002FSKILL.md",[],[76,160,24,90,91,161,162,104,148,163,109,164,165,29,166,167,168,169,170,171],"integrate game asset trading","reconciliation","idempotent operations","retries","listing","idempotent","nft","approvals","operations","marketplace","integration","intents",{"skillNo":173,"name":174,"nameZh":6,"description":175,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":176,"categories":177,"keywords":178,"publishedAt":31},"01M70TWV3J83RAJMA7BC62CPAH","build-evm-game-contracts","Author and verify host-owned EVM game collections and explicit mint, burn, craft or admin rules with pinned Solidity tooling. Use for contract source and deployment candidates; deployment and player signing require separate authorization.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fbuild-evm-game-contracts\u002FSKILL.md",[],[76,179,180,181,182,104,183,147,184,88,185,109,110,186,29,187,188,77,189,190],"evm","build","build evm game contracts","contracts","deployment","collections","host","author","admin","signing","mint","tooling"]