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.
Manage Unity prefab assets with unity-cli. An agent skill from akiojin/unity-cli.
$ npx skills add akiojin/unity-cli --skill unity-prefab-workflow -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install akiojin/unity-cli unity-prefab-workflow --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-prefab-workflow .claude/skills/unity-prefab-workflow && 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-prefab-workflow" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-prefab-workflow into .claude/skills/unity-prefab-workflow/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-prefab-workflow", 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-prefab-workflowType 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-prefab-workflow -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install akiojin/unity-cli unity-prefab-workflow --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-prefab-workflow .agents/skills/unity-prefab-workflow && 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-prefab-workflow" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-prefab-workflow into .agents/skills/unity-prefab-workflow/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-prefab-workflow", 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-prefab-workflow -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install akiojin/unity-cli unity-prefab-workflow --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-prefab-workflow .cursor/skills/unity-prefab-workflow && 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-prefab-workflow" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-prefab-workflow into .cursor/skills/unity-prefab-workflow/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-prefab-workflow", 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-prefab-workflow--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-prefab-workflow -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install akiojin/unity-cli unity-prefab-workflow --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-prefab-workflow .gemini/skills/unity-prefab-workflow && 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-prefab-workflow" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-prefab-workflow into .gemini/skills/unity-prefab-workflow/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-prefab-workflow", 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-prefab-workflowInstalls 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-prefab-workflow -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-prefab-workflow .github/skills/unity-prefab-workflow && 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-prefab-workflow" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-prefab-workflow into .github/skills/unity-prefab-workflow/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-prefab-workflow", 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-prefab-workflow -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-prefab-workflow --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-prefab-workflow .opencode/skills/unity-prefab-workflow && 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-prefab-workflow" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-prefab-workflow into .opencode/skills/unity-prefab-workflow/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-prefab-workflow", 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-prefab-workflowManage Unity prefab assets with unity-cli. An agent skill from akiojin/unity-cli.
Unity Prefab Workflow is an agent skill from akiojin/unity-cli. Manage Unity prefab assets with unity-cli. Use when the user asks to create or instantiate a prefab or Variant, list or apply/revert instance overrides, unpack a prefab, open prefab edit mode, save changes, or update prefab asset properties. Do not use for general scene object editing; use unity-gameobject-edit or unity-scene-create instead.
Its SKILL.md is about 1.5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/prefab-edit-mode.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 Prefab Workflow loads about 1.5k tokens when it runs, and up to ~1.9k if it reads all its reference files. Until then it costs about 92 tokens; SKILL.md has 566 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). 566 words, ~1,525 tokens.
.claude/skills/unity-prefab-workflow/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.
Create, open, edit, and instantiate prefab assets via unity-cli. This skill owns Prefab edit mode, Variant inheritance, override apply/revert, and unpacking; ordinary scene-instance field edits belong to unity-gameobject-edit.
unity-gameobject-edit.unity-scene-create.unity-asset-management..unity, .prefab, or .asset YAML. Use bridge tools so Unity maintains object references, prefab overrides, and its in-memory state consistently.Run unity-cli system ping for the target project before mutations (use --project-path <project> with multiple Editors). If it fails, follow Connection Recovery before continuing.
open_prefab to enter edit mode (or create_prefab from a scene object).
Apply edits via add_component, modify_component, or set_component_field.
save_prefab to persist changes back to the asset.
exit_prefab_mode to return to scene authoring.
unity-cli raw create_prefab --json '{"gameObjectPath":"/Player","prefabPath":"Assets/Prefabs/Player.prefab"}'
unity-cli raw open_prefab --json '{"prefabPath":"Assets/Prefabs/Player.prefab"}'
unity-cli raw save_prefab --json '{}'
unity-cli raw exit_prefab_mode --json '{}'
unity-cli raw instantiate_prefab --json '{"prefabPath":"Assets/Prefabs/Player.prefab","position":{"x":0,"y":0,"z":0}}'instantiate_prefab, then use create_prefab on
that connected root with a new asset path. Unity creates a Variant and connects
the instance to it. Do not unpack the base instance before saving the Variant.get_prefab_overrides on the scene instance root. It returns property,
object, added/removed component overrides and applyTargets.manage_prefab_overrides with action: apply|revert and
scope: all|property|object|added_component|removed_component. Apply requires an
explicit assetPath (Variant or base). Revert restores the immediate source.instanceId; also supply propertyPath
for a property or assetComponentId for a removed component. Refresh the list
after mutations or reloads; IDs are session-local. An object added only to a
Variant cannot be applied to a base where it does not exist.unpack_prefab with
Completely when no Prefab connections should remain. Outermost preserves
nested connections and a Variant's base connection; inspect the returned
isPartOfPrefabInstance and connectedObjectCount.unity-cli raw instantiate_prefab --json '{"prefabPath":"Assets/Prefabs/Player.prefab","name":"ArmoredPlayer"}'
unity-cli raw create_prefab --json '{"gameObjectPath":"/ArmoredPlayer","prefabPath":"Assets/Prefabs/ArmoredPlayer.prefab"}'
unity-cli raw get_prefab_overrides --json '{"gameObjectPath":"/ArmoredPlayer"}'
unity-cli raw manage_prefab_overrides --json '{"gameObjectPath":"/ArmoredPlayer","action":"apply","scope":"all","assetPath":"Assets/Prefabs/ArmoredPlayer.prefab"}'
unity-cli raw manage_prefab_overrides --json '{"gameObjectPath":"/ArmoredPlayer","action":"revert","scope":"all"}'
unity-cli raw unpack_prefab --json '{"gameObjectPath":"/ArmoredPlayer","mode":"Completely"}'/Player and save it under Assets/Prefabs/Player.prefab."© 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-prefab-workflow of akiojin/unity-cli.
Open the folder on GitHubat commit 7f45d7a
Unity Prefab Workflow 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 Prefab Workflow this skillakiojin/unity-cli | 107 | — | ~1.5k | 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
Manage Unity prefab assets with unity-cli. An agent skill from akiojin/unity-cli. Unity Prefab Workflow is an agent skill from akiojin/unity-cli. Manage Unity prefab assets with unity-cli.
Unity Prefab Workflow fits situations like: the user asks to create; instantiate a prefab; apply/revert instance overrides; unpack a prefab.
Run `npx skills add akiojin/unity-cli --skill unity-prefab-workflow -a claude-code`. Or copy the skill folder (.claude-plugin/plugins/unity-cli/skills/unity-prefab-workflow in akiojin/unity-cli) into .claude/skills/unity-prefab-workflow in your project. Claude Code loads it when a task matches its description.
Run `npx skills add akiojin/unity-cli --skill unity-prefab-workflow -a codex`. Or copy the skill folder (.claude-plugin/plugins/unity-cli/skills/unity-prefab-workflow in akiojin/unity-cli) into .agents/skills/unity-prefab-workflow 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-prefab-workflow -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-prefab-workflow, .gemini/skills/unity-prefab-workflow, .github/skills/unity-prefab-workflow and .opencode/skills/unity-prefab-workflow in your project.
SKILL.md names no scripts, command-line tools or credentials: Unity Prefab Workflow 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 Prefab Workflow is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.5k tokens (SKILL.md is roughly 6.1k 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 Prefab Workflow: 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.