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Using AI Tools

Rukhanka Animation System 2 includes AI skills in the package's AI/Skills/ folder. Each skill is a SKILL.md file containing task-specific instructions, prerequisites, API references, common issues, and verification steps. An AI coding assistant can use these files to help set up characters, write ECS animation code, configure IK, or investigate animation problems.

Give Your Assistant Access​

In a Unity project, the skills are available through this package path:

Packages/com.rukhanka.animation/AI/Skills/

In the Rukhanka Animation source repository, the path is AI/Skills/ relative to the package root. Keep the installed package source and documentation available to the assistant so it can check APIs and follow references from the skills.

Skill discovery depends on your AI tool. Having the package installed does not guarantee that your assistant will load its skills automatically. You can explicitly ask it to read a skill before starting a task:

Read Packages/com.rukhanka.animation/AI/Skills/rukhanka-animation-system-2-setup-and-overview/SKILL.md.

Follow this skill to check the Rukhanka installation, package dependencies,
and render pipeline in this project. Report the installed versions and any
compilation errors before making changes.

If your tool supports installing or registering local skill folders, use its own skill configuration to make these folders discoverable. Preserve each folder's name and SKILL.md, and keep sibling skills available because they refer to one another. For an assistant without project-file access, attach the relevant SKILL.md and provide the source or documentation it requests.

Choose a Skill​

Every folder name below starts with rukhanka-animation-system-2-. For example, animate-character refers to AI/Skills/rukhanka-animation-system-2-animate-character/SKILL.md inside the package.

Skill suffixUse it for
setup-and-overviewChecking installation, dependencies, project settings, and importing samples. Start here when unsure which workflow applies.
animate-characterPreparing Humanoid or Generic models, rig authoring, Animator Controllers, SubScenes, and deformation materials.
control-animationWriting controller parameters and triggers, querying states, consuming animation events, and submitting clips from ECS code.
configure-ikConfiguring Two Bone IK, FABRIK, Aim IK, and Override Transform on CPU rigs.
root-motionEnabling animation-driven movement or extracting movement for a custom character controller.
optimize-animationChoosing CPU or GPU animation, configuring culling, stripping bones, checking bounds, and inspecting render array sharing.
debug-animationInspecting baked blobs, visualizing bones, and recording or replaying animation with Animation Wayback Machine.

For procedural stepping, also provide the Leg Animator documentation. The IK skill covers the underlying constraints; procedural walking is outside its scope.

Describe the Task​

Give the assistant the intended result and the exact scene, character, or prefab to work on. Include controller parameter names and types, relevant asset paths, and any existing gameplay systems that own movement or animation inputs.

Ask it to inspect the installed package.json and source before adapting examples. Skills include version and verification metadata; compare that information with the package actually installed in your project.

For example, after loading animate-character:

Make Assets/Characters/Robot.prefab play Assets/Animations/RobotIdle.anim
in the Characters SubScene of Assets/Scenes/Demo.unity.
Use the existing URP materials and a CPU rig. Follow the animate-character
skill, check the model's avatar setup and deformation shader, then verify
that this character animates in Play mode without new Console errors.

After loading control-animation:

Drive the float parameter Speed on the player character's controller from
its existing ECS movement speed. Find the player through its gameplay tag.
Follow the control-animation skill, preserve the current movement system,
and verify parameter readback and the idle-to-run transition.

For troubleshooting, provide the expected behavior, observed behavior, reproduction steps, and relevant Console errors. Identify whether the problem concerns one character or every animated object.

Unity Access and Verification​

The skills are instructions. To perform Editor operations, the assistant also needs an integration that can inspect and modify Unity objects. Several workflows use an Editor C# execution tool to inspect baked components and runtime state; window workflows require UI access as well. With file access alone, an assistant can inspect source and write scripts, while you perform the Editor steps and supply the results.

Follow the selected skill's Verification section. A useful completion report identifies the affected character and ECS world, describes the changes, and records the relevant observations: compilation and Console results, baked rig data, parameter values, animation progress, or actual movement. If Play mode or a required Editor operation could not be checked, have the assistant state what remains to verify.

Keep generated gameplay scripts in your project's own assemblies with the required Rukhanka Animation references. The skills use ECS components, systems, and jobs for runtime animation control, with GameObjects and authoring components used for baking setup. Consult Animation Engines and Feature Support Tables when choosing features for CPU or GPU rigs.