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 Prefabs and variants”
$ npx skills add Besty0728/Unity-Skills --skill unity-prefab -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Besty0728/Unity-Skills unity-prefab --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/prefab' .claude/skills/unity-prefab && 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" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/prefab into .claude/skills/unity-prefab/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-prefab", 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/prefabType 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-prefab -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Besty0728/Unity-Skills unity-prefab --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/prefab' .agents/skills/unity-prefab && 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" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/prefab into .agents/skills/unity-prefab/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-prefab", 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-prefab -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Besty0728/Unity-Skills unity-prefab --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/prefab' .cursor/skills/unity-prefab && 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" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/prefab into .cursor/skills/unity-prefab/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-prefab", 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/prefab'--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-prefab -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Besty0728/Unity-Skills unity-prefab --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/prefab' .gemini/skills/unity-prefab && 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" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/prefab into .gemini/skills/unity-prefab/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-prefab", 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-prefabInstalls 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-prefab -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/prefab' .github/skills/unity-prefab && 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" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/prefab into .github/skills/unity-prefab/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-prefab", 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-prefab -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-prefab --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/prefab' .opencode/skills/unity-prefab && 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" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/prefab into .opencode/skills/unity-prefab/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-prefab", 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-prefabUnity Prefab is a skill in Besty0728/Unity-Skills (1.8k stars). Its SKILL.md is about 3.3k tokens. Licence: MIT.
5 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 15a1925. 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 Prefab loads about 3.3k tokens when it runs. Until then it costs about 10 tokens; SKILL.md has 1,300 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 15a1925, republished under its MIT licence (© Besty0728). 1,300 words, ~3,344 tokens.
.claude/skills/unity-prefab/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.
BATCH-FIRST: Use
prefab_instantiate_batchwhen spawning 2+ prefab instances.
Approval 模式下本模块为 Mixed —— 只读 skill prefab_get_overrides / prefab_find_instances(标 ReadOnly = true, Mode = SkillMode.SemiAuto)可直接执行;其余 9 个写类 skill (prefab_create / prefab_instantiate / prefab_instantiate_batch / prefab_apply / prefab_unpack / prefab_revert_overrides / prefab_apply_overrides / prefab_create_variant / prefab_set_property) 为 SkillMode.FullAuto,需用户 grant 单次执行返结果。Auto / Bypass 直接执行。本模块不含 NeverInSemi 高危 skill(无 Delete / PlayMode / Reload)。
DO NOT (common hallucinations):
prefab_create_from_object does not exist → use prefab_create (takes scene object name/instanceId and savePath)prefab_spawn does not exist → use prefab_instantiateprefab_edit / prefab_modify do not exist → use prefab_set_property (edit prefab asset directly) or instantiate, modify, then prefab_applyprefab_save does not exist → use prefab_apply (applies instance changes to source prefab)Routing:
component module skills, then prefab_applyprefab_set_property (this module)prefab_find_instances (this module)| Single Object | Batch Version | Use Batch When |
|---|---|---|
prefab_instantiate | prefab_instantiate_batch | Spawning 2+ instances |
No batch needed:
prefab_create - Create prefab from scene objectprefab_apply - Apply instance changes to prefabprefab_unpack - Unpack prefab instanceprefab_get_overrides - Get instance overridesprefab_revert_overrides - Revert to prefab valuesprefab_apply_overrides - Apply overrides to prefabprefab_create_variant - Create a prefab variantprefab_find_instances - Find all instances of a prefab in sceneprefab_set_property - Set a property on a component inside a Prefab asset (supports basic types, vectors, colors, and asset references)Create a prefab from a scene GameObject.
| Parameter | Type | Required | Description |
|---|---|---|---|
name | string | No* | Source object name |
instanceId | int | No* | Instance ID (preferred) |
path | string | No* | Object path |
savePath | string | Yes | Prefab save path; .prefab is appended when missing |
*At least one source identifier required.
Returns: {success, prefabPath, name, connected}: prefabPath is the saved asset's path, connected whether the scene object is now an instance of it. A save Unity refuses is an error, not a success.
Instantiate a prefab into the scene.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
prefabPath | string | Yes | - | Prefab asset path |
name | string | No | prefab name | Instance name |
x, y, z | float | No | 0 | Local position (relative to parent if set) |
parentEntityId | string | No | null | Parent entity ID (Unity 6000.4+, preferred) |
parentName | string | No | null | Parent object name |
parentInstanceId | int | No | 0 | Parent instance ID |
parentPath | string | No | null | Parent hierarchy path |
Returns: {success, name, entityId, instanceId, path}
Instantiate multiple prefabs in one call.
| Parameter | Type | Required | Description |
|---|---|---|---|
items | jsonstring | Yes | Array of instantiation configs |
Item properties: prefabPath, name, x, y, z (local position, relative to the parent if set), rotX, rotY, rotZ, scaleX, scaleY, scaleZ, parentEntityId, parentName, parentInstanceId, parentPath
Returns: {success, totalItems, successCount, failCount, results: [{success, name, entityId, instanceId, position, localPosition}]}: position is the world position read back, localPosition the local one. All-or-nothing: one failed item removes every instance the call created (rolledBack: true).
unity_skills.call_skill("prefab_instantiate_batch", items=[
{"prefabPath": "Assets/Prefabs/Enemy.prefab", "x": 0, "z": 0, "name": "Enemy_01"},
{"prefabPath": "Assets/Prefabs/Enemy.prefab", "x": 2, "z": 0, "name": "Enemy_02"},
{"prefabPath": "Assets/Prefabs/Enemy.prefab", "x": 4, "z": 0, "name": "Enemy_03"}
])Apply instance changes back to the prefab asset.
| Parameter | Type | Required | Description |
|---|---|---|---|
name | string | No* | Prefab instance name |
instanceId | int | No* | Instance ID (preferred) |
path | string | No* | Object path |
*At least one identifier required.
Returns: {success, appliedTo} (appliedTo is the prefab asset path)
Unpack a prefab instance (break prefab connection).
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
name | string | No* | - | Prefab instance name |
instanceId | int | No* | - | Instance ID (preferred) |
path | string | No* | - | Object path |
completely | bool | No | false | Unpack all nested prefabs |
*At least one identifier required.
Returns: {success, unpacked} (unpacked is the instance's GameObject name)
Get a summary of property overrides on a prefab instance (counts, not the individual override list).
| Parameter | Type | Required | Description |
|---|---|---|---|
name | string | No* | Prefab instance name |
instanceId | int | No* | Instance ID |
Returns: {success, prefabPath, propertyOverrides, addedComponents, removedComponents, addedGameObjects, hasOverrides} — propertyOverrides/addedComponents/removedComponents/addedGameObjects are counts (int), not arrays; hasOverrides is true when any of those counts is non-zero.
Revert all overrides on a prefab instance back to prefab values.
| Parameter | Type | Required | Description |
|---|---|---|---|
name | string | No* | Prefab instance name |
instanceId | int | No* | Instance ID |
Returns: {success, reverted} (reverted is the prefab root's GameObject name)
Apply all overrides from instance to source prefab asset.
| Parameter | Type | Required | Description |
|---|---|---|---|
name | string | No* | Prefab instance name |
instanceId | int | No* | Instance ID |
Returns: {success, appliedTo} (appliedTo is the prefab asset path)
Create a prefab variant from an existing prefab.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
sourcePrefabPath | string | Yes | - | Path to the source prefab asset |
variantPath | string | Yes | - | Save path for the new variant |
Returns: { success, sourcePath, variantPath, name, isVariant }: variantPath is the saved asset's path (.prefab appended when missing), isVariant whether Unity stored it as a variant of the source.
Find all instances of a prefab in the current scene.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
prefabPath | string | Yes | - | Prefab asset path to search for |
limit | int | No | 50 | Maximum number of instances to return |
Returns: { success, prefabPath, count, instances: [{ name, path, entityId, instanceId }] }
Set a property on a component inside a Prefab asset file (without instantiating it). Supports basic types, vectors, colors, enums, and asset references.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
prefabPath | string | Yes | - | Path to the prefab asset |
componentType | string | Yes | - | Component type name |
propertyName | string | Yes | - | Serialized property name |
value | string | Cond. | null | Value for basic types (int/float/bool/string/enum/vector/color/quaternion) |
assetReferencePath | string | Cond. | null | Asset path for Object reference fields (Material, Texture, AudioClip, ScriptableObject, etc.) |
gameObjectName | string | No | null | Child object name inside prefab (defaults to root) |
Provide either
value(basic types) orassetReferencePath(asset references).
value covers Integer, Float, Boolean, String, Enum, Color, Vector2/3/4, Vector2Int/3Int, Quaternion, Rect, Bounds and LayerMask. A quaternion (localRotation) accepts 3 components as euler degrees ("0,90,0") or 4 as raw x,y,z,w. A bool is true/false/1/0/yes/no/on/off (anything else is rejected). An enum takes a name, display name, A,B for flags, or a number with the same rules as component_set_serialized_property (0..n-1 = member index, warned when the member's value differs; undeclared bits rejected). Any other serialized type answers SEMANTIC_INVALID naming the type — that is the signal to use assetReferencePath, not to reformat value.
Returns: { success, prefabPath, gameObject, component, property, valueSet, valueRequested?, warnings? }: component / property are the resolved type name and serialized path; valueSet is read back from the asset after saving (serialized form: an enum reads as its index, a quaternion as x,y,z,w; for assetReferencePath the referenced asset's path); valueRequested appears only when the stored value differs from what was written (clamped by the component, or a reference of the wrong type not stored).
# Set a float property on prefab root
unity_skills.call_skill("prefab_set_property",
prefabPath="Assets/Prefabs/Enemy.prefab",
componentType="EnemyStats",
propertyName="maxHealth",
value="100"
)
# Assign an asset reference to a prefab component
unity_skills.call_skill("prefab_set_property",
prefabPath="Assets/Prefabs/Enemy.prefab",
componentType="AudioSource",
propertyName="m_audioClip",
assetReferencePath="Assets/Audio/hit.wav"
)
# Edit a child object inside a prefab
unity_skills.call_skill("prefab_set_property",
prefabPath="Assets/Prefabs/Player.prefab",
componentType="MeshRenderer",
propertyName="m_Materials.Array.data[0]",
assetReferencePath="Assets/Materials/PlayerSkin.mat",
gameObjectName="Body"
)import unity_skills
# BAD: 10 API calls for 10 enemies
for i in range(10):
unity_skills.call_skill("prefab_instantiate",
prefabPath="Assets/Prefabs/Enemy.prefab",
name=f"Enemy_{i}",
x=i * 2
)
# GOOD: 1 API call for 10 enemies
unity_skills.call_skill("prefab_instantiate_batch", items=[
{"prefabPath": "Assets/Prefabs/Enemy.prefab", "name": f"Enemy_{i}", "x": i * 2}
for i in range(10)
])Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.
Full transport-level codes (COMPILING/RATE_LIMIT etc.) → ../../references/protocol-error-codes.md
| Error | Trigger | Fix |
|---|---|---|
TARGET_NOT_FOUND | The prefab asset, source prefab, child GameObject inside a prefab, component, or asset reference could not be found. | Confirm the prefab path with asset_find / prefab_find_instances, check child/component names, and retry with exact identifiers. |
MISSING_PARAM | A required parameter is missing, such as savePath, prefabPath, sourcePrefabPath, componentType, or propertyName. | Provide the missing parameter; use mode=dryRun to inspect the full schema. |
SEMANTIC_INVALID | The target is not a prefab instance, the property is not an Object reference field, or a serialized value could not be parsed. | Ensure the object is a prefab instance (prefab_get_overrides can verify), match the property type, and retry with a valid value. |
SKILL_ERROR | A low-level operation failed, such as Failed to instantiate prefab or Failed to set value ... (type: ...). | Resolve the underlying cause named in the message (e.g., prefab corruption, type mismatch) and retry. |
© 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/prefab of Besty0728/Unity-Skills.
Open the folder on GitHubat commit 15a1925
Unity Prefab 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 this skillBesty0728/Unity-Skills | 1.8k | — | ~3.3k | 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 | 1 repos | ~2.7k | Automated safety check: Pass | MIT | |
| Threejs Game Directormajidmanzarpour/threejs-game-skills | 2.5k | — | ~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-prefab -a claude-code`. Or copy the skill folder (SkillsForUnity/unity-skills~/skills/prefab in Besty0728/Unity-Skills) into .claude/skills/unity-prefab in your project. Claude Code loads it when a task matches its description.
Run `npx skills add Besty0728/Unity-Skills --skill unity-prefab -a codex`. Or copy the skill folder (SkillsForUnity/unity-skills~/skills/prefab in Besty0728/Unity-Skills) into .agents/skills/unity-prefab 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-prefab -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, .gemini/skills/unity-prefab, .github/skills/unity-prefab and .opencode/skills/unity-prefab in your project.
SKILL.md names no scripts, command-line tools or credentials: Unity Prefab 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 Prefab is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.3k tokens (SKILL.md is roughly 13k 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 Prefab: 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, 2.5k 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 1,819 GitHub stars. The repository holds 82 skills in this directory. The repository was last updated on October 8, 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.