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.
“Configure asset import settings”
$ npx skills add Besty0728/Unity-Skills --skill unity-importer -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Besty0728/Unity-Skills unity-importer --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/importer' .claude/skills/unity-importer && 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-importer" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/importer into .claude/skills/unity-importer/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-importer", 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/importerType 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-importer -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Besty0728/Unity-Skills unity-importer --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/importer' .agents/skills/unity-importer && 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-importer" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/importer into .agents/skills/unity-importer/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-importer", 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-importer -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Besty0728/Unity-Skills unity-importer --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/importer' .cursor/skills/unity-importer && 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-importer" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/importer into .cursor/skills/unity-importer/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-importer", 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/importer'--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-importer -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Besty0728/Unity-Skills unity-importer --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/importer' .gemini/skills/unity-importer && 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-importer" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/importer into .gemini/skills/unity-importer/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-importer", 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-importerInstalls 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-importer -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/importer' .github/skills/unity-importer && 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-importer" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/importer into .github/skills/unity-importer/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-importer", 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-importer -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-importer --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/importer' .opencode/skills/unity-importer && 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-importer" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/importer into .opencode/skills/unity-importer/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-importer", 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-importerUnity Importer is a skill in Besty0728/Unity-Skills (1.8k stars). Its SKILL.md is about 2.9k tokens, with 1 other file in the folder. Licence: 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 (its code samples are python).
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 Importer loads about 2.9k tokens when it runs. Until then it costs about 12 tokens; SKILL.md has 1,041 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). 1,041 words, ~2,909 tokens.
.claude/skills/unity-importer/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.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.
Use this module to change import settings for textures, audio, and models that already exist in the project.
Batch-first: Prefer the batch setters when configuring
2+assets of the same category.
Operating Mode (v1.9 three-tier):
texture_get_settings, texture_get_info, texture_find_assets, texture_find_by_size, texture_get_platform_settings, texture_get_import_settings, audio_get_settings, audio_get_clip_info, audio_find_clips, audio_find_sources_in_scene, audio_get_source_info, audio_get_import_settings, model_get_settings, model_find_assets, model_get_mesh_info, model_get_materials_info, model_get_animations_info, model_get_rig_info, model_get_import_settings, asset_get_labels) run directly. Setters / reimport are FullAuto — on MODE_RESTRICTED, run the grant protocol.RiskLevel="high" skills — nothing auto-classifies as forbidden. Importer mutations are reachable via grant in Approval mode.asset_reimport / asset_reimport_batch when Unity needs to fully refresh the asset.DO NOT (common hallucinations):
importer_import does not exist -> use asset_import in the asset module to bring files into the projectimporter_set_format does not exist -> use the specific texture/audio/model settersimporter_get_settings does not exist -> use the category-specific gettersRouting:
assettexture_*audio_*model_*texture_set_import_settings, audio_set_import_settings, model_set_import_settingsasset_reimport or asset_reimport_batchImport settings:
| Skill | Use | Key parameters |
|---|---|---|
texture_get_settings | Read texture importer settings | assetPath |
texture_set_settings | Set texture importer settings | assetPath, textureType?, maxSize?, filterMode?, compression?, mipmapEnabled?, sRGB?, readable?, wrapMode? |
texture_set_settings_batch | Batch texture settings | items |
texture_get_import_settings | Read minimal importer settings (type/maxSize/compression/filter/srgb/readable/mipmap) | assetPath |
texture_set_import_settings | Alternative texture import bridge | similar texture fields |
compressionvocabulary. Pass the CLR member names ofTextureImporterCompression—Uncompressed,Compressed,CompressedHQ,CompressedLQ— which are also what the getters echo back. The Inspector's wording is accepted as aliases:None→Uncompressed,NormalandNormalQuality→Compressed,LowQuality→CompressedLQ,HighQuality→CompressedHQ; spaces are stripped first, so"Low Quality"and"High Quality"also work.texture_set_settingsandtexture_set_import_settingsshare this one vocabulary — they used to disagree, so a value that works on one now works on the other. Per-platformcompressionQualityis a separate0-100integer, not this enum. Full field list → IMPORT_REFERENCE.md.
Query and runtime info:
| Skill | Use | Key parameters |
|---|---|---|
texture_find_assets | Search Texture2D assets by AssetDatabase filter | filter?, limit? (default 50) |
texture_get_info | Inspect dimensions, format, and runtime memory size | assetPath |
texture_find_by_size | Find textures in a dimension range (pixels) | minSize? (0), maxSize? (99999), limit? (50) |
Typed / platform overrides:
| Skill | Use | Key parameters |
|---|---|---|
texture_set_type | Switch texture type | assetPath, textureType (Default/NormalMap/GUI/Sprite/Cursor/Cookie/Lightmap/SingleChannel/Shadowmask/DirectionalLightmap; EditorGUI aliases GUI, and Inspector labels like "Normal Map" work as-is) |
texture_set_platform_settings | Override per-platform settings | assetPath, platform (Standalone/iPhone/Android/WebGL), maxSize?, format? (accepted set is editor-version dependent — take it from validValues on a rejection), compressionQuality?, overridden? |
texture_get_platform_settings | Read per-platform override | assetPath, platform |
texture_set_sprite_settings | Sprite-specific knobs (PPU, mode) | assetPath, pixelsPerUnit?, spriteMode? (None/Single/Multiple/Polygon) |
sprite_set_import_settings | Sprite importer bridge (PPU, packingTag, pivot) | assetPath, spriteMode? (same four values), pixelsPerUnit?, packingTag?, pivotX?, pivotY? |
spriteModeis the plainSpriteImportModevocabulary — all four members,Noneincluded. The two skills differ in what they do around it:sprite_set_import_settingsforcestextureTypetoSpriteforSingle/Multiple/Polygonand deliberately leaves the texture type alone forNone(a Sprite-typed texture with no sprite is unusable), and it echoes the resultingtextureTypeback.texture_set_sprite_settingsonly writes the mode and pixels-per-unit.
Common texture decisions:
textureType="Sprite", usually mipmapEnabled=falsefilterMode="Point"readable=true only when necessarytexture_set_platform_settings over global texture_set_settingsImport settings:
| Skill | Use | Key parameters |
|---|---|---|
audio_get_settings | Read audio importer settings | assetPath |
audio_set_settings | Set audio importer settings | assetPath, forceToMono?, loadInBackground?, loadType?, compressionFormat?, quality? |
audio_set_settings_batch | Batch audio settings | items |
audio_get_import_settings | Read minimal importer defaults (loadType/format/quality/forceToMono/loadInBackground) | assetPath |
audio_set_import_settings | Alternative audio import bridge | similar audio fields |
Clip query and info:
| Skill | Use | Key parameters |
|---|---|---|
audio_find_clips | Search AudioClip assets by filter | filter?, limit? (default 50) |
audio_get_clip_info | Inspect length/channels/frequency/samples of a clip | assetPath |
Scene runtime (AudioSource / AudioMixer):
| Skill | Use | Key parameters |
|---|---|---|
audio_add_source | Add an AudioSource to a GameObject | target (name/instanceId/path), clipPath?, playOnAwake? (false), loop? (false), volume? (1) |
audio_get_source_info | Read the AudioSource configuration | target |
audio_set_source_properties | Update AudioSource fields | target, clipPath?, volume?, pitch?, loop?, playOnAwake?, mute?, spatialBlend?, priority? |
audio_find_sources_in_scene | List all AudioSources in the active scene | limit? (default 50) |
audio_create_mixer | Create a new AudioMixer asset | mixerName? (default NewAudioMixer), folder? (default Assets) |
Common audio decisions:
loadType="Streaming"loadType="DecompressOnLoad"forceToMono=trueaudio_set_source_properties over manual component editsImport settings:
| Skill | Use | Key parameters |
|---|---|---|
model_get_settings | Read model importer settings | assetPath |
model_set_settings | Set model importer settings | assetPath, globalScale?, meshCompression?, isReadable?, generateSecondaryUV?, animationType?, importAnimation?, importCameras?, importLights?, materialImportMode? |
model_set_settings_batch | Batch model settings | items |
model_get_import_settings | Read minimal importer defaults (scale/compression/animationType/importAnimation/materialImportMode) | assetPath |
model_set_import_settings | Alternative model import bridge | similar model fields |
Query and info:
| Skill | Use | Key parameters |
|---|---|---|
model_find_assets | Search model assets by filter | filter?, limit? (default 50) |
model_get_mesh_info | Mesh vertex / triangle / submesh stats | target (name/instanceId/path) or assetPath |
model_get_materials_info | Inspect sub-asset materials embedded in the model | assetPath |
model_get_animations_info | List animation clips and framerates on the model | assetPath |
model_get_rig_info | Read animationType, avatar, skeleton binding info | assetPath |
Animation and rig:
| Skill | Use | Key parameters |
|---|---|---|
model_set_animation_clips | Configure animation clip splits | assetPath, clips (JSON array of {name, firstFrame, lastFrame, loop}) |
model_set_rig | Switch rig/skeleton mode | assetPath, animationType (None/Legacy/Generic/Human), avatarSetup? |
animationTyperig mode: the CLR enum member isHuman—Humanoidis the Inspector's label for it and is accepted as an alias, so either spelling works.model_get_rig_infoechoes the CLR name (Human) and also returnsisHuman.
Common model decisions:
animationType="Human" (or the Humanoid alias) when retargeting is requiredmodel_set_rig or model_set_animation_clips -> call asset_reimport to refresh clips and avatarAfter importer changes, use reimport when you need Unity to fully refresh the asset:
| Skill | Use |
|---|---|
asset_reimport | Reimport one asset |
asset_reimport_batch | Reimport assets matching a search scope |
import unity_skills
unity_skills.call_skill("texture_set_settings_batch", items=[
{"assetPath": "Assets/UI/icon_play.png", "textureType": "Sprite", "mipmapEnabled": False},
{"assetPath": "Assets/UI/icon_pause.png", "textureType": "Sprite", "mipmapEnabled": False}
])
unity_skills.call_skill("audio_set_settings",
assetPath="Assets/Audio/bgm.mp3",
loadType="Streaming",
compressionFormat="Vorbis",
quality=0.7
)
unity_skills.call_skill("asset_reimport", assetPath="Assets/Audio/bgm.mp3")Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.
Load IMPORT_REFERENCE.md for extended asset search/query helpers, platform overrides, rig/animation details, and importer-side best practices.
© Besty0728, 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 1 other file in SkillsForUnity/unity-skills~/skills/importer of Besty0728/Unity-Skills.
Open the folder on GitHubat commit ec8aa7c
Unity Importer 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 Importer this skillBesty0728/Unity-Skills | 1.8k | — | ~2.9k | 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
Run `npx skills add Besty0728/Unity-Skills --skill unity-importer -a claude-code`. Or copy the skill folder (SkillsForUnity/unity-skills~/skills/importer in Besty0728/Unity-Skills) into .claude/skills/unity-importer in your project. Claude Code loads it when a task matches its description.
Run `npx skills add Besty0728/Unity-Skills --skill unity-importer -a codex`. Or copy the skill folder (SkillsForUnity/unity-skills~/skills/importer in Besty0728/Unity-Skills) into .agents/skills/unity-importer 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-importer -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-importer, .gemini/skills/unity-importer, .github/skills/unity-importer and .opencode/skills/unity-importer in your project.
SKILL.md names no scripts, command-line tools or credentials: Unity Importer 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 Importer is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 2.9k 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 Importer: 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.