Image to Three.js Model
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
Drive Unity runtime verification with unity-cli. An agent skill from akiojin/unity-cli.
$ npx skills add akiojin/unity-cli --skill unity-playmode-testing -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install akiojin/unity-cli unity-playmode-testing --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/akiojin/unity-cli.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude-plugin/plugins/unity-cli/skills/unity-playmode-testing .claude/skills/unity-playmode-testing && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "unity-playmode-testing" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-playmode-testing into .claude/skills/unity-playmode-testing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-playmode-testing", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-playmode-testingType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add akiojin/unity-cli --skill unity-playmode-testing -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install akiojin/unity-cli unity-playmode-testing --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/akiojin/unity-cli.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude-plugin/plugins/unity-cli/skills/unity-playmode-testing .agents/skills/unity-playmode-testing && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "unity-playmode-testing" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-playmode-testing into .agents/skills/unity-playmode-testing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-playmode-testing", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add akiojin/unity-cli --skill unity-playmode-testing -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install akiojin/unity-cli unity-playmode-testing --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/akiojin/unity-cli.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude-plugin/plugins/unity-cli/skills/unity-playmode-testing .cursor/skills/unity-playmode-testing && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "unity-playmode-testing" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-playmode-testing into .cursor/skills/unity-playmode-testing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-playmode-testing", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/akiojin/unity-cli.git --path .claude-plugin/plugins/unity-cli/skills/unity-playmode-testing--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add akiojin/unity-cli --skill unity-playmode-testing -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install akiojin/unity-cli unity-playmode-testing --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/akiojin/unity-cli.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude-plugin/plugins/unity-cli/skills/unity-playmode-testing .gemini/skills/unity-playmode-testing && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "unity-playmode-testing" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-playmode-testing into .gemini/skills/unity-playmode-testing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-playmode-testing", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install akiojin/unity-cli unity-playmode-testingInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add akiojin/unity-cli --skill unity-playmode-testing -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/akiojin/unity-cli.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude-plugin/plugins/unity-cli/skills/unity-playmode-testing .github/skills/unity-playmode-testing && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "unity-playmode-testing" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-playmode-testing into .github/skills/unity-playmode-testing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-playmode-testing", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add akiojin/unity-cli --skill unity-playmode-testing -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install akiojin/unity-cli unity-playmode-testing --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/akiojin/unity-cli.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude-plugin/plugins/unity-cli/skills/unity-playmode-testing .opencode/skills/unity-playmode-testing && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "unity-playmode-testing" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-playmode-testing into .opencode/skills/unity-playmode-testing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-playmode-testing", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
unity-playmode-testingDrive Unity runtime verification with unity-cli. An agent skill from akiojin/unity-cli.
Unity Playmode Testing is an agent skill from akiojin/unity-cli. Drive Unity runtime verification with unity-cli. Use when the user asks to run PlayMode tests with Domain Reload, simulate keyboard, mouse, gamepad or touch input, inspect InputAction notifications in Play, record video or PNG frames, or preview method hot reload. Do not use for authoring input action assets; use unity-input-system instead. For URP and Bloom setup with before/after captures use unity-urp-setup.
Its SKILL.md is about 2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/playmode-test-loop.md` and `references/runtime-checklist.md`).
It sits in Game Development. The repository describes itself as: Rust CLI for Unity Editor automation over Unity TCP protocol. The licence is MIT.
5 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 7f45d7a. It shows what the files ask for, not the result of running them.
Pre-approves these tools, so the agent can use them without asking each time:
Bash(unity-cli:*)ReadGrepGlobFrom allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are bash).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Unity Playmode Testing loads about 2k tokens when it runs, and up to ~2.4k if it reads all its reference files. Until then it costs about 110 tokens; SKILL.md has 713 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from akiojin/unity-cli at commit 7f45d7a, republished under its MIT licence (© akiojin). 713 words, ~1,988 tokens.
.claude/skills/unity-playmode-testing/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.With --output json, results use {success, command, data, errors, warnings}. Check the exit status and envelope success first; tool-result fields in this skill are relative to data. Read failure codes from errors[0].code; see unity-cli-usage for exit-code recovery.
Control Play Mode, run EditMode/PlayMode tests, simulate input devices, and capture media. This skill is the runtime sibling of unity-input-system (asset authoring) and unity-ui-automation (UI interaction).
Configure AudioClip import, AudioMixer routing and AudioSource playback as one
verified workflow: use unity-audio-setup.
Configure Locale/String Table assets and verify localized UI text: unity-localization.
Build and verify a complete sprite / Tilemap / Pixel Perfect workflow: unity-2d-sprite-tilemap.
Build a complete UXML/USS UI Toolkit screen and verify its interactions: use unity-ui-toolkit-build.
The request starts by creating a new project and installing its bridge; use unity-project-bootstrap to orchestrate the complete workflow.
The task is editing input action assets; use unity-input-system.
The task targets only UI element interaction without runtime gameplay; use unity-ui-automation.
The work is purely static scene or code inspection; use the corresponding read-only skill.
get_editor_state before entering Play Mode or running tests.capture_screenshot returns "fallback": "os", the Editor did not respond (often a modal dialog). Inspect the desktop image, resolve the dialog, then retry. Pass "osFallback": false to get the timeout error instead.unity-cli raw play_game --json '{}'
unity-cli raw input_keyboard --json '{"key":"space","action":"press"}'
unity-cli raw capture_screenshot --json '{"captureMode":"game","width":1280,"height":720}'
unity-cli raw run_tests --json '{"testMode":"PlayMode"}'
unity-cli raw get_test_status --json '{}'
unity-cli raw stop_game --json '{}'Requires Input System enabled and a running Play session. Replace the asset path
with an existing input asset. Enable the intended action map in the game's runtime
code and observe its performed/canceled callback (for example, log a counter).
get_input_actions_state inspects asset maps/actions/bindings; it does not prove
that callbacks fired, and a PlayerInput runtime copy can differ from the asset.
unity-cli raw input_keyboard --json '{"key":"space","action":"press","holdSeconds":0.2}'
unity-cli raw input_gamepad --json '{"action":"button","button":"a","buttonAction":"press","holdSeconds":0.2}'
unity-cli raw input_mouse --json '{"action":"move","x":100,"y":200,"absolute":true}'
unity-cli raw input_touch --json '{"action":"tap","x":100,"y":200,"touchId":0}'
unity-cli raw create_input_sequence --json '{"sequence":[{"type":"keyboard","params":{"action":"press","key":"space","holdSeconds":0.1}},{"type":"mouse","params":{"action":"move","x":100,"y":200,"absolute":true}}],"delayBetween":80}'
unity-cli raw get_input_actions_state --json '{"assetPath":"Assets/Input/Player.inputactions","includeBindings":true}'
unity-cli raw read_console --json '{"count":20}'Check the callback evidence after sending input. holdSeconds holds a press across
frames before release; sequence delayBetween is milliseconds. Device state alone
is not evidence of a gameplay notification. For gamepad sticks, x/y specify
individual processed axes; a diagonally processed Vector2 can differ.
Requires a graphics-enabled Editor with Recorder installed and a visible Game View.
Start one session, allow frames to render, inspect status, then stop before starting
another. format accepts mp4, webm, or png_sequence (run the same flow for each).
unity-cli raw capture_video_start --json '{"captureMode":"game","format":"png_sequence","width":320,"height":180,"fps":10,"maxDurationSec":0}'
unity-cli raw capture_video_status --json '{}'
unity-cli raw capture_video_stop --json '{}'Check isRecording and the final outputPath. For PNG sequences it names the first
frame in a unique session directory; verify subsequent PNG files exist too.
Domain Reload may remain enabled in Enter Play Mode Settings. Start tests from Edit Mode; the bridge persists and recovers the result across the reload. Poll status until complete, including results, and inspect passed/failed counts. A temporary disconnect during reload is not a failed test; reconnect and query status instead of submitting a duplicate test run.
unity-cli raw run_tests --json '{"testMode":"PlayMode"}'
unity-cli raw get_test_status --json '{"includeTestResults":true}'Requires optional FastScriptReload 1.8.0, a supported macOS Editor, a compiled
baseline and Play Mode. Replace the path with an existing eligible script.
Disable Fast Script Reload's automatic and on-demand reload in its settings first;
the bridge rejects concurrent patchers rather than changing those preferences.
Inspect supported before beginning; do not report an unsupported preview as a pass.
unity-cli raw hot_reload_status --json '{}'
unity-cli raw hot_reload --json '{"action":"begin","path":"Assets/HotReloadProbe.cs"}'
unity-cli raw hot_reload --json '{"action":"recover"}'begin returns appliedRevision; to apply complete candidate source and verify the
actual method change, follow the Hot Reload Preview Loop.
recover stops Play and recompiles; poll hot_reload_status until idle. Preview
does not save source. Persist a verified edit through unity-csharp-edit afterwards.
If begin returns HOT_RELOAD_BASELINE_UNPROVEN, run recover, wait for idle,
then re-enter Play Mode and begin again against the freshly compiled baseline.
© akiojin, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 2 other files (references) in .claude-plugin/plugins/unity-cli/skills/unity-playmode-testing of akiojin/unity-cli.
Open the folder on GitHubat commit 7f45d7a
Unity Playmode Testing next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Unity Playmode Testing this skillakiojin/unity-cli | 107 | — | ~2k | Automated safety check: Pass | MIT | |
| Image to Three.js Modelimg2threejs/img2threejs | 18k | 1 repos | ~8.2k | Automated safety check: Pass | Apache-2.0 | |
| Web CloneJane-xiaoer/claude-skill-web-clone | 1k | 2 repos | ~2.7k | Automated safety check: Pass | MIT | |
| Threejs Game Directormajidmanzarpour/threejs-game-skills | 2.4k | — | ~2.2k | Automated safety check: Pass | MIT | |
| Game Asset Generatorhtdt/godogen | 7.1k | — | ~2.8k | Automated safety check: Pass | MIT | |
| Threejs Gameplay Systemsvalkor-ai/loom | 1.2k | 1 repos | ~1.4k | Automated safety check: Pass | Apache-2.0 |
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
Jane-xiaoer/claude-skill-web-clone
网站复刻 / 克隆方法论。USE WHEN 用户说 复刻网站、克隆网站、clone website、抄个站、仿站、 照着这个站做一个、reproduce site、还原某个网页效果、把这个站搬下来改成我的、 复刻某个交互/WebGL/Canvas/Three.js 效果。提供「先拿真源码 → 判路径 → 逆向拆解 → 搭工程 → 替换内容」的可移植决策树,覆盖静态站 /…
majidmanzarpour/threejs-game-skills
Entrypoint for building, upgrading, and finishing Three.js browser games.
htdt/godogen
Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.
valkor-ai/loom
Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring…
CyberAgentGameEntertainment/NovaShader
Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough.
akiojin/unity-cli
Create or update GitHub Pull Requests with the gh CLI, including deciding whether to create a new PR or only push based on existing PR merge status.
akiojin/unity-cli
Sync the gh- automation skills from the upstream skills repository into Codex and project skill directories.
akiojin/unity-cli
Build and verify a 2D sprite and Tilemap scene with unity-cli.
akiojin/unity-cli
Manage Unity Addressables groups and content with unity-cli.
akiojin/unity-cli
Manage Unity assets and import metadata with unity-cli. An agent skill from akiojin/unity-cli.
akiojin/unity-cli
Configure Unity audio with unity-cli. An agent skill from akiojin/unity-cli.
Categories
Drive Unity runtime verification with unity-cli. An agent skill from akiojin/unity-cli. Unity Playmode Testing is an agent skill from akiojin/unity-cli. Drive Unity runtime verification with unity-cli.
Unity Playmode Testing fits situations like: the user asks to run PlayMode tests with Domain Reload; simulate keyboard; inspect InputAction notifications in Play; preview method hot reload.
Run `npx skills add akiojin/unity-cli --skill unity-playmode-testing -a claude-code`. Or copy the skill folder (.claude-plugin/plugins/unity-cli/skills/unity-playmode-testing in akiojin/unity-cli) into .claude/skills/unity-playmode-testing in your project. Claude Code loads it when a task matches its description.
Run `npx skills add akiojin/unity-cli --skill unity-playmode-testing -a codex`. Or copy the skill folder (.claude-plugin/plugins/unity-cli/skills/unity-playmode-testing in akiojin/unity-cli) into .agents/skills/unity-playmode-testing in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add akiojin/unity-cli --skill unity-playmode-testing -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/unity-playmode-testing, .gemini/skills/unity-playmode-testing, .github/skills/unity-playmode-testing and .opencode/skills/unity-playmode-testing in your project.
SKILL.md names no scripts, command-line tools or credentials: Unity Playmode Testing is instructions for the agent only. Its frontmatter pre-approves these tools: Bash(unity-cli:*), Read, Grep, Glob.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Unity Playmode Testing is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 2k tokens (SKILL.md is roughly 8k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 414 tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Unity Playmode Testing: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.4k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
akiojin (a GitHub user) maintains it in akiojin/unity-cli, which has 107 GitHub stars. The repository holds 28 skills in this directory. The repository was last updated on October 5, 2026.
Source: akiojin/unity-cli on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.