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.
Control Unity Scene View and Game cameras. An agent skill from Besty0728/Unity-Skills.
$ npx skills add Besty0728/Unity-Skills --skill unity-camera -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Besty0728/Unity-Skills unity-camera --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/Besty0728/Unity-Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/'SkillsForUnity/unity-skills~/skills/camera' .claude/skills/unity-camera && 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-camera" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/camera into .claude/skills/unity-camera/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-camera", 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/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/cameraType 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 Besty0728/Unity-Skills --skill unity-camera -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Besty0728/Unity-Skills unity-camera --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Besty0728/Unity-Skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/'SkillsForUnity/unity-skills~/skills/camera' .agents/skills/unity-camera && 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-camera" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/camera into .agents/skills/unity-camera/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-camera", 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 Besty0728/Unity-Skills --skill unity-camera -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Besty0728/Unity-Skills unity-camera --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Besty0728/Unity-Skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/'SkillsForUnity/unity-skills~/skills/camera' .cursor/skills/unity-camera && 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-camera" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/camera into .cursor/skills/unity-camera/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-camera", 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/Besty0728/Unity-Skills.git --path 'SkillsForUnity/unity-skills~/skills/camera'--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 Besty0728/Unity-Skills --skill unity-camera -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Besty0728/Unity-Skills unity-camera --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Besty0728/Unity-Skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/'SkillsForUnity/unity-skills~/skills/camera' .gemini/skills/unity-camera && 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-camera" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/camera into .gemini/skills/unity-camera/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-camera", 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 Besty0728/Unity-Skills unity-cameraInstalls 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 Besty0728/Unity-Skills --skill unity-camera -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/Besty0728/Unity-Skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/'SkillsForUnity/unity-skills~/skills/camera' .github/skills/unity-camera && 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-camera" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/camera into .github/skills/unity-camera/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-camera", 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 Besty0728/Unity-Skills --skill unity-camera -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install Besty0728/Unity-Skills unity-camera --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Besty0728/Unity-Skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/'SkillsForUnity/unity-skills~/skills/camera' .opencode/skills/unity-camera && 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-camera" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/camera into .opencode/skills/unity-camera/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-camera", 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-cameraControl Unity Scene View and Game cameras. An agent skill from Besty0728/Unity-Skills.
Unity Camera is an agent skill from Besty0728/Unity-Skills. Control Unity Scene View and Game cameras
Its SKILL.md is about 3k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Game Development. The repository describes itself as: AI automation skills specifically designed for Unity. The licence is MIT.
Read from SKILL.md and the folder at commit ec8aa7c. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md.
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 Camera loads about 3k tokens when it runs. Until then it costs about 14 tokens; SKILL.md has 1,411 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 Besty0728/Unity-Skills at commit ec8aa7c, republished under its MIT licence (© Besty0728). 1,411 words, ~3,018 tokens.
.claude/skills/unity-camera/SKILL.md (or your agent's skills folder).Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via
GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
Control the Scene View camera and Game Cameras (creation, transform, properties, screenshot, culling, orthographic toggle).
camera_set_transform, camera_create, camera_set_properties, camera_set_culling_mask, camera_screenshot, camera_sceneview_screenshot, camera_set_orthographic, camera_align_view_to_object, camera_look_at) need user grant; grant triggers a single server-side execution that returns the result.camera_get_info, camera_get_properties, camera_list) are SkillMode.SemiAuto — they run in all three modes without grant.DO NOT (common hallucinations):
camera_move / camera_rotate do not exist → use camera_set_transform (Scene View) or gameobject_set_transform (Game Camera)camera_set_fov does not exist → use camera_set_properties with fieldOfView parametercamera_* skills control two different cameras: camera_set_transform/camera_look_at/camera_align_view_to_object control the Scene View camera; camera_create/camera_set_properties/camera_screenshot control Game Camerascamera_delete does not exist → use gameobject_delete on the camera GameObjectRouting:
cinemachine modulecamera_set_properties / camera_get_properties (this module)scene_screenshot (scene module) = the Game View final composite (all cameras + UI; Play mode = live runtime frame); camera_screenshot (this module) = a single Game Camera off-screen render; camera_sceneview_screenshot (this module) = the editor Scene View (developer viewport, incl. grid/gizmos)camera_align_view_to_objectAlign Scene View camera to look at an object. Parameters:
name (string, optional): Target GameObject name.instanceId (int, optional): Target GameObject instance ID.path (string, optional): Target GameObject hierarchy path.camera_get_infoGet the editor Scene View viewport camera's position and rotation — the developer's viewport, not a Camera component in the scene. It takes no target parameters for exactly that reason. For a Game Camera's state use camera_get_properties (or camera_list to find one); if you just created a camera with camera_create and want to confirm its transform, camera_get_info will not show it.
Parameters: None.
camera_set_transformSet the Scene View camera by pivot (the framed world point, not the eye position), rotation and size. Parameters:
posX, posY, posZ (float): Pivot — the world point framed, not the eye position.rotX, rotY, rotZ (float): Rotation (Euler).size (float, optional): Scene View size (zoom) (default 5).instant (bool, optional): true: applied immediately and read back; false: animated (default true).Returns: { success, message, pivot, rotation, size, orthographic }, plus cameraPosition (the eye position) when instant=true, or animating: true when instant=false.
camera_look_atFocus Scene View camera on a world-space point. Applied immediately. Parameters:
x, y, z (float): Target point.targetName or GameObject lookup. For object focus, use camera_align_view_to_object.Returns: { success, pivot, rotation, size }.
camera_createCreate a new Game Camera.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
| name | string | No | "New Camera" | Name of the new camera GameObject |
| x | float | No | 0 | Position X |
| y | float | No | 1 | Position Y |
| z | float | No | -10 | Position Z |
| addAudioListener | bool | No | false | Also attach an AudioListener component |
Returns: { success, name, instanceId }
camera_get_propertiesGet Game Camera properties (supports name/instanceId/path).
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
| name | string | No | null | Name of the camera GameObject |
| instanceId | int | No | 0 | Instance ID of the camera GameObject |
| path | string | No | null | Hierarchy path of the camera GameObject |
Returns: { success, name, fieldOfView, nearClipPlane, farClipPlane, orthographic, orthographicSize, depth, cullingMask, clearFlags, backgroundColor, rect }
camera_set_propertiesSet Game Camera properties (FOV, clip planes, clear flags, background color, depth).
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
| name | string | No | null | Name of the camera GameObject |
| instanceId | int | No | 0 | Instance ID of the camera GameObject |
| path | string | No | null | Hierarchy path of the camera GameObject |
| fieldOfView | float? | No | null | Camera field of view |
| nearClipPlane | float? | No | null | Near clipping plane distance |
| farClipPlane | float? | No | null | Far clipping plane distance |
| depth | float? | No | null | Camera rendering depth |
| clearFlags | string | No | null | Clear flags: Skybox, Color, SolidColor, Depth, Nothing. Color and SolidColor are two names for the same underlying CameraClearFlags value, so both are accepted and the response always echoes it back as Color — do not read that as the write having been ignored |
| bgR | float? | No | null | Background color red component (0-1) |
| bgG | float? | No | null | Background color green component (0-1) |
| bgB | float? | No | null | Background color blue component (0-1) |
| bgA | float? | No | null | Background color alpha (0-1) |
Any bg* channel you omit keeps the camera's current value, so you can set alpha alone.
Returns: { success, name, applied, fieldOfView, nearClipPlane, farClipPlane, orthographic, orthographicSize, depth, cullingMask, clearFlags, backgroundColor, rect } — the response echoes the camera's state after the write, and applied lists which parameters were actually changed, named exactly as you passed them (the background channels appear individually as bgR, bgG, bgB, bgA, not lumped under backgroundColor), so a parameter absent from applied was not supplied. That echo is your verification: a second camera_get_properties call is redundant. An unparseable clearFlags rejects the whole call with SEMANTIC_INVALID + validValues before anything is applied, so the numeric parameters in the same call are never half-written.
camera_set_culling_maskSet Game Camera culling mask by layer names (comma-separated).
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
| layerNames | string | Yes | - | Comma-separated layer names |
| name | string | No | null | Name of the camera GameObject |
| instanceId | int | No | 0 | Instance ID of the camera GameObject |
| path | string | No | null | Hierarchy path of the camera GameObject |
Returns: { success, cullingMask, layers } — layers lists the layer names the resulting mask includes.
camera_screenshotCapture a screenshot from a Game Camera to file.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
| savePath | string | No | "Assets/screenshot.png" | File path to save the screenshot |
| width | int | No | 1920 | Screenshot width in pixels |
| height | int | No | 1080 | Screenshot height in pixels |
| name | string | No | null | Name of the camera GameObject |
| instanceId | int | No | 0 | Instance ID of the camera GameObject |
| path | string | No | null | Hierarchy path of the camera GameObject |
| returnImage | bool | No | false | Also return the PNG as base64 in the response (imageBase64), for clients without filesystem access |
| maxDimension | int | No | 1280 | Only used when returnImage=true; downscales the returned image (not the saved file) so its longer edge is ≤ this value. Clamped to 256–4096 |
Returns: { success, path, width, height }, plus { imageBase64, imageWidth, imageHeight, imageBytes } when returnImage=true. If the base64 payload would exceed 8MB, the skill returns an error asking for a smaller maxDimension — the file at path is still saved.
camera_sceneview_screenshotCapture the editor Scene View (the developer's editing viewport — can overlook the whole scene incl. off-camera objects). Distinct from scene_screenshot (Game View / player camera) and camera_screenshot (one Game Camera). By default captures the full Scene View incl. grid/gizmos/selection (on-screen read); auto-falls back to a clean offscreen render if the editor build lacks the internal API. The Scene View window must be open and visible for the overlay capture.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
| filename | string | No | "sceneview.png" | Bare filename only (no path separators); saved under Assets/Screenshots/ |
| includeOverlays | bool | No | true | True = full Scene View with grid/gizmos/selection (falls back to a clean render if unsupported); false = clean offscreen scene render only |
| returnImage | bool | No | false | Also return the PNG as base64 in the response (imageBase64), for clients without filesystem access |
| maxDimension | int | No | 1280 | Only used when returnImage=true; downscales the returned image (not the saved file) so its longer edge is ≤ this value. Clamped to 256–4096 |
Returns: { success, path, width, height, mode, note } — mode is "screen_with_overlays" or "offscreen_clean" — plus { imageBase64, imageWidth, imageHeight, imageBytes } when returnImage=true. If the base64 payload would exceed 8MB, the skill returns an error asking for a smaller maxDimension — the file at path is still saved.
returnImage usage tip: a local agent that can read files (e.g. Claude Code against a local Unity Editor) should generally omit returnImage and just read the PNG at path — it's cheaper on tokens. Use returnImage=true for remote/MCP clients that have no filesystem access to the Unity project.
camera_set_orthographicSwitch Game Camera between orthographic and perspective mode.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
| orthographic | bool | Yes | - | True for orthographic, false for perspective |
| orthographicSize | float? | No | null | Orthographic size (only applies in orthographic mode) |
| name | string | No | null | Name of the camera GameObject |
| instanceId | int | No | 0 | Instance ID of the camera GameObject |
| path | string | No | null | Hierarchy path of the camera GameObject |
Returns: { success, orthographic, orthographicSize }
camera_listList all cameras in the scene.
| Parameter | Type | Required | Default | Description |
|---|
Returns: { count, cameras: [{ name, instanceId, path, depth, orthographic, enabled }] }
Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.
© Besty0728, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in SkillsForUnity/unity-skills~/skills/camera of Besty0728/Unity-Skills.
Open the folder on GitHubat commit ec8aa7c
Unity Camera 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 Camera this skillBesty0728/Unity-Skills | 1.8k | — | ~3k | 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.
Besty0728/Unity-Skills
Automate the Unity Editor through a local REST API — scripts, scenes, prefabs, assets, materials, lighting, tests and hundreds of other Editor operations.
Besty0728/Unity-Skills
Edit Unity Animator Controllers and drive runtime parameters
Besty0728/Unity-Skills
Advise on Unity gameplay and system architecture. An agent skill from Besty0728/Unity-Skills.
Besty0728/Unity-Skills
Unified batch and async-job orchestration. An agent skill from Besty0728/Unity-Skills.
Besty0728/Unity-Skills
Drive Unity Behavior behavior graphs and blackboard variables
Besty0728/Unity-Skills
Capture and query the Unity Editor console. An agent skill from Besty0728/Unity-Skills.
Categories
Control Unity Scene View and Game cameras. An agent skill from Besty0728/Unity-Skills. Unity Camera is an agent skill from Besty0728/Unity-Skills.
Unity Camera fits situations like: game Development work in your project.
Run `npx skills add Besty0728/Unity-Skills --skill unity-camera -a claude-code`. Or copy the skill folder (SkillsForUnity/unity-skills~/skills/camera in Besty0728/Unity-Skills) into .claude/skills/unity-camera in your project. Claude Code loads it when a task matches its description.
Run `npx skills add Besty0728/Unity-Skills --skill unity-camera -a codex`. Or copy the skill folder (SkillsForUnity/unity-skills~/skills/camera in Besty0728/Unity-Skills) into .agents/skills/unity-camera 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 Besty0728/Unity-Skills --skill unity-camera -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-camera, .gemini/skills/unity-camera, .github/skills/unity-camera and .opencode/skills/unity-camera in your project.
SKILL.md names no scripts, command-line tools or credentials: Unity Camera is instructions for the agent only.
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 Camera is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3k tokens (SKILL.md is roughly 12k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Unity Camera: 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.
Besty0728 (a GitHub user) maintains it in Besty0728/Unity-Skills, which has 1,815 GitHub stars. The repository holds 82 skills in this directory. The repository was last updated on October 7, 2026.
Source: Besty0728/Unity-Skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.