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.
Bootstrap a new Unity project with unity-cli. An agent skill from akiojin/unity-cli.
$ npx skills add akiojin/unity-cli --skill unity-project-bootstrap -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install akiojin/unity-cli unity-project-bootstrap --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-project-bootstrap .claude/skills/unity-project-bootstrap && 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-project-bootstrap" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-project-bootstrap into .claude/skills/unity-project-bootstrap/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-project-bootstrap", 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-project-bootstrapType 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-project-bootstrap -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install akiojin/unity-cli unity-project-bootstrap --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-project-bootstrap .agents/skills/unity-project-bootstrap && 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-project-bootstrap" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-project-bootstrap into .agents/skills/unity-project-bootstrap/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-project-bootstrap", 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-project-bootstrap -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install akiojin/unity-cli unity-project-bootstrap --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-project-bootstrap .cursor/skills/unity-project-bootstrap && 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-project-bootstrap" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-project-bootstrap into .cursor/skills/unity-project-bootstrap/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-project-bootstrap", 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-project-bootstrap--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-project-bootstrap -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install akiojin/unity-cli unity-project-bootstrap --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-project-bootstrap .gemini/skills/unity-project-bootstrap && 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-project-bootstrap" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-project-bootstrap into .gemini/skills/unity-project-bootstrap/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-project-bootstrap", 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-project-bootstrapInstalls 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-project-bootstrap -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-project-bootstrap .github/skills/unity-project-bootstrap && 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-project-bootstrap" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-project-bootstrap into .github/skills/unity-project-bootstrap/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-project-bootstrap", 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-project-bootstrap -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-project-bootstrap --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-project-bootstrap .opencode/skills/unity-project-bootstrap && 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-project-bootstrap" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-project-bootstrap into .opencode/skills/unity-project-bootstrap/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-project-bootstrap", 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-project-bootstrapBootstrap a new Unity project with unity-cli. An agent skill from akiojin/unity-cli.
Unity Project Bootstrap is an agent skill from akiojin/unity-cli. Bootstrap a new Unity project with unity-cli. Use when the user wants to create a project from scratch and install the bridge, connect it, or prepare its first runnable scene. Do not use for setup or ping alone in an existing project; use unity-cli-usage. For scene-only authoring use unity-scene-create; for runtime capture alone use unity-playmode-testing.
Its SKILL.md is about 1.6k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/project-creation.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.
7 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 Project Bootstrap loads about 1.6k tokens when it runs, and up to ~3.6k if it reads all its reference files. Until then it costs about 97 tokens; SKILL.md has 667 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). 667 words, ~1,605 tokens.
.claude/skills/unity-project-bootstrap/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.
Take an absent project through creation, bridge connection, a saved starter scene, and a visible Play-mode check using existing Unity and unity-cli operations.
unity-cli-usage.unity-scene-create.unity-playmode-testing.unity-package-management; only edit materials/imports:
unity-asset-management; only interact with UI: unity-ui-automation.Packages/manifest.json and
ProjectSettings/ProjectVersion.txt. Close the newly created Editor before
bridge installation so Input System activation can be configured without a
restart dialog. Do not close another project's Editor.setup adds the bridge / OpenUPM
registry to the manifest and may enable Both input backends. Then run
unity-cli --project-path <project> --output json setup --launch-editor.
With multiple Editors, choose an unused port and pass the same explicit
--port on setup and every subsequent command. Require ok: true,
editor.projectMatches: true, and a matching bridge version before authoring.
Check unity-cli system ping against that same project/port. On failure use
doctor, import/compile logs and editor.hint; do not loop blindly or create
another project. For CLI versions without setup, use bridge install,
open the project and verify ping per unity-cli-usage (#363 / #366).Packages/packages-lock.json. The bridge brings
Input System as a dependency; do not install an arbitrary latest version.
Add only other packages requested by the user, using unity-package-management
and the selected Editor's compatible package versions. Allow import/reload
to settle and ping again before continuing.unity-scene-create to create and save a minimal scene. The default scene
contains a camera and directional light; inspect the hierarchy, then add a
visible Cube. Keep one camera and avoid duplicate starter objects on retry.
Use Assets/Scenes/Bootstrap.unity unless another path was requested. For
repository E2E runs use Assets/Scenes/Generated/E2E/Bootstrap.unity.unity-playmode-testing: enter Play, confirm get_editor_state, capture
the Game view and inspect the image. Require the Cube to be visible, no
compile/runtime errors, and a real Game capture (not an OS fallback).
Input simulation is optional when a requested controller/action exists;
an empty scene's device state does not prove gameplay input works. Stop Play
and confirm the scene remains saved before reporting success.unity-scene-create.unity-cli-usage.After project creation and setup, run these commands inside that project with
the selected endpoint (add the same --project-path / --port if needed):
unity-cli system ping
unity-cli scene create Bootstrap --path Assets/Scenes/
unity-cli raw get_hierarchy --json '{"includeComponents":true}'
unity-cli raw create_gameobject --json '{"name":"BootstrapCube","primitiveType":"cube"}'
unity-cli raw save_scene --json '{"scenePath":"Assets/Scenes/Bootstrap.unity"}'
unity-cli raw play_game --json '{}'
unity-cli raw get_editor_state --json '{}'
unity-cli raw capture_screenshot --json '{"captureMode":"game","width":1280,"height":720,"osFallback":false}'
unity-cli raw read_console --json '{"count":20}'
unity-cli raw stop_game --json '{}'© 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-project-bootstrap of akiojin/unity-cli.
Open the folder on GitHubat commit 7f45d7a
Unity Project Bootstrap 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 Project Bootstrap this skillakiojin/unity-cli | 107 | — | ~1.6k | 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
Bootstrap a new Unity project with unity-cli. An agent skill from akiojin/unity-cli. Unity Project Bootstrap is an agent skill from akiojin/unity-cli. Bootstrap a new Unity project with unity-cli.
Unity Project Bootstrap fits situations like: the user wants to create a project from scratch and install the bridge; prepare its first runnable scene; ping alone in an existing project; use unity-cli-usage.
Run `npx skills add akiojin/unity-cli --skill unity-project-bootstrap -a claude-code`. Or copy the skill folder (.claude-plugin/plugins/unity-cli/skills/unity-project-bootstrap in akiojin/unity-cli) into .claude/skills/unity-project-bootstrap in your project. Claude Code loads it when a task matches its description.
Run `npx skills add akiojin/unity-cli --skill unity-project-bootstrap -a codex`. Or copy the skill folder (.claude-plugin/plugins/unity-cli/skills/unity-project-bootstrap in akiojin/unity-cli) into .agents/skills/unity-project-bootstrap 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-project-bootstrap -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-project-bootstrap, .gemini/skills/unity-project-bootstrap, .github/skills/unity-project-bootstrap and .opencode/skills/unity-project-bootstrap in your project.
SKILL.md names no scripts, command-line tools or credentials: Unity Project Bootstrap 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 Project Bootstrap is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.6k tokens (SKILL.md is roughly 6.4k 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 2k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Unity Project Bootstrap: 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.