Image to Three.js Model
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
“Manage Unity scenes”
$ npx skills add Besty0728/Unity-Skills --skill unity-scene -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Besty0728/Unity-Skills unity-scene --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/scene' .claude/skills/unity-scene && 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-scene" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/scene into .claude/skills/unity-scene/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-scene", 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/sceneType 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-scene -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Besty0728/Unity-Skills unity-scene --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/scene' .agents/skills/unity-scene && 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-scene" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/scene into .agents/skills/unity-scene/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-scene", 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-scene -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Besty0728/Unity-Skills unity-scene --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/scene' .cursor/skills/unity-scene && 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-scene" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/scene into .cursor/skills/unity-scene/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-scene", 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/scene'--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-scene -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Besty0728/Unity-Skills unity-scene --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/scene' .gemini/skills/unity-scene && 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-scene" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/scene into .gemini/skills/unity-scene/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-scene", 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-sceneInstalls 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-scene -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/scene' .github/skills/unity-scene && 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-scene" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/scene into .github/skills/unity-scene/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-scene", 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-scene -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-scene --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/scene' .opencode/skills/unity-scene && 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-scene" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/scene into .opencode/skills/unity-scene/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-scene", 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-sceneUnity Scene is a skill in Besty0728/Unity-Skills (1.8k stars). Its SKILL.md is about 2.7k tokens. Licence: MIT.
5 steps, taken from the first numbered list in SKILL.md.
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 Scene loads about 2.7k tokens when it runs. Until then it costs about 8 tokens; SKILL.md has 1,163 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). 1,163 words, ~2,682 tokens.
.claude/skills/unity-scene/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 Unity scenes - the containers that hold all your GameObjects.
scene_get_info / scene_get_hierarchy / scene_get_loaded / scene_find_objects 标 SkillMode.SemiAuto,可直接执行;scene_screenshot / scene_unload / scene_set_active 未设 Mode 字段(默认 FullAuto),Approval 模式下需 grant。scene_create / scene_load / scene_save(标 RiskLevel="high",因为切换/覆盖整个场景文件影响范围极大)。这些在 Approval/Auto 下返 MODE_FORBIDDEN,仅 Bypass 或 Allowlist 命中可调。DO NOT (common hallucinations):
scene_delete / scene_rename do not exist → delete scene files via asset_delete, rename via asset_movescene_list does not exist → use scene_get_loaded (loaded scenes) or asset_find with t:Scene (all scene assets)scene_find_objects is a simple name/tag/component filter; for regex/layer/path search use gameobject_find (SkillMode.SemiAuto, 只读,任何模式可直接调用)Routing:
perception module's hierarchy_describeperception module's scene_summarizescene_screenshot (this module) captures the Game View final composited image (all cameras + UI; in Play mode this is the live runtime frame); camera_screenshot (camera module, SkillMode.FullAuto) renders a single Game Camera off-screen| Skill | Description |
|---|---|
scene_create | Create a new scene |
scene_load | Load a scene |
scene_save | Save current scene |
scene_get_info | Get scene information |
scene_get_hierarchy | Get hierarchy tree |
scene_screenshot | Capture screenshot |
scene_get_loaded | Get all loaded scenes |
scene_unload | Unload an additive scene |
scene_set_active | Set active scene |
scene_find_objects | Search objects by name/tag/component |
Create a new scene.
| Parameter | Type | Required | Description |
|---|---|---|---|
scenePath | string | Yes | Path for new scene (e.g., "Assets/Scenes/MyScene.unity") |
Load a scene.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
scenePath | string | Yes | - | Scene asset path |
additive | bool | No | false | Load additively (keep current scene) |
Save the current scene.
| Parameter | Type | Required | Description |
|---|---|---|---|
scenePath | string | No | Save path (null = save current) |
Get current scene information.
No parameters.
Returns: {sceneName, scenePath, isDirty, rootObjectCount, rootObjects: [{name, entityId, instanceId, childCount}]} — root entries carry childCount, so you can tell which roots are worth descending into before paying for a hierarchy call.
Get the scene hierarchy tree, depth-limited.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
maxDepth | int | No | 3 | Maximum hierarchy depth to expand |
Returns: {sceneName, hierarchy: [node, ...]} where each node is {name, scene, entityId, instanceId, components: [type, ...], childCount, children}. scene is the node's owning scene name.
DontDestroyOnLoad: in Play mode, roots of the
DontDestroyOnLoadpseudo-scene are appended after the active-scene nodes, marked withscene: "DontDestroyOnLoad".scene_get_loadedalso lists it as{name: "DontDestroyOnLoad", isPseudoScene: true}when it has roots. These objects are found bygameobject_findlike any other; the scene itself cannot be unloaded or activated.
childCountvschildren— how to tell a leaf from a truncation.childCountis always the node's real number of children, independent ofmaxDepth;childrenisnullonce the depth limit is reached. So:
childCountchildrenMeaning 0nullGenuine leaf — nothing below it. > 0nullClipped by maxDepth— there are children you have not been shown.> 0array Fully expanded at this level. Never read
children: nullas "empty". When you seechildCount > 0withchildren: nulland you need what is below it, re-call with a largermaxDepth— the default is only3, so deep hierarchies are truncated by default — or query that subtree directly (gameobject_find,hierarchy_describein theperceptionmodule).
Capture a screenshot of the Game View — the final composited frame of all cameras + UI. In Play mode this is the live runtime image, not the Scene/editor view. For a single Game Camera's render use camera_screenshot instead.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
filename | string | No | "screenshot.png" | Bare filename only (no path separators); saved under Assets/Screenshots/ |
width | int | No | 1920 | Image width |
height | int | No | 1080 | Image height |
returnImage | bool | No | false | Also return a 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, isPlaying, note}. isPlaying indicates whether the frame is a live runtime image (Play mode) or a static Edit-mode frame. Adds {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.
Async: ScreenCapture.CaptureScreenshot writes the PNG ~1 frame later. If reading path immediately fails, wait ~200ms and retry. returnImage does not read that file back — since it isn't written yet — it instead does a separate synchronous capture of the Game View's current backbuffer (ScreenCapture.CaptureScreenshotAsTexture), so the returned image may be a moment older than the file eventually written to path.
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 once it's written — it's cheaper on tokens. Use returnImage=true for remote/MCP clients that have no filesystem access to the Unity project.
Get list of all currently loaded scenes.
No parameters.
Returns: {success, scenes: [{name, path, isActive, isDirty}]}
Unload a loaded scene (additive).
| Parameter | Type | Required | Description |
|---|---|---|---|
sceneName | string | Yes | Scene name to unload |
Set the active scene (for multi-scene editing).
| Parameter | Type | Required | Description |
|---|---|---|---|
sceneName | string | Yes | Scene name to set active |
Search GameObjects by name pattern, tag, or component type. For advanced search (regex, layer, path) use gameobject_find.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
namePattern | string | No | - | Name substring to match (case-insensitive) |
tag | string | No | - | Filter by tag; a tag not defined in Tags & Layers is rejected |
componentType | string | No | - | Filter by component type name; an unknown type is rejected |
limit | int | No | 50 | Max results to return |
Returns: {success, count, objects: [{name, path, instanceId, active, tag}]}
import unity_skills
# Create a new scene
unity_skills.call_skill("scene_create", scenePath="Assets/Scenes/Level1.unity")
# Load an existing scene
unity_skills.call_skill("scene_load", scenePath="Assets/Scenes/MainMenu.unity")
# Load scene additively (multi-scene)
unity_skills.call_skill("scene_load", scenePath="Assets/Scenes/UI.unity", additive=True)
# Get current scene info
info = unity_skills.call_skill("scene_get_info")
print(f"Scene: {info['name']}, Objects: {info['rootObjectCount']}")
# Get full hierarchy (useful for understanding scene structure)
hierarchy = unity_skills.call_skill("scene_get_hierarchy", maxDepth=5)
# Save scene
unity_skills.call_skill("scene_save")
# Take screenshot
unity_skills.call_skill("scene_screenshot", filename="preview.png", width=1920, height=1080)scene_get_info to verify scene stateAssets/Screenshots/ (filename is a bare name; any path separators are stripped)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 requested scene is not found or not currently loaded (e.g., Scene not found, Scene is not loaded). | Verify the scene path with asset_find or list loaded scenes with scene_get_loaded, then retry. |
MISSING_PARAM | A required parameter is missing, such as scenePath for scene_create, or the current scene has no save path. | Provide scenePath or save the scene once before the operation. |
SEMANTIC_INVALID | An invalid tag or component type was passed to scene_find_objects. | Use a valid tag or component type name, and consider gameobject_find for more complex filters. |
SKILL_ERROR | A state constraint blocked the operation, such as attempting to unload the only loaded scene. | Adjust the request to a valid editor state (e.g., keep at least one scene loaded). |
© 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/scene of Besty0728/Unity-Skills.
Open the folder on GitHubat commit ec8aa7c
Unity Scene 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 Scene this skillBesty0728/Unity-Skills | 1.8k | — | ~2.7k | 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-scene -a claude-code`. Or copy the skill folder (SkillsForUnity/unity-skills~/skills/scene in Besty0728/Unity-Skills) into .claude/skills/unity-scene in your project. Claude Code loads it when a task matches its description.
Run `npx skills add Besty0728/Unity-Skills --skill unity-scene -a codex`. Or copy the skill folder (SkillsForUnity/unity-skills~/skills/scene in Besty0728/Unity-Skills) into .agents/skills/unity-scene 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-scene -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-scene, .gemini/skills/unity-scene, .github/skills/unity-scene and .opencode/skills/unity-scene in your project.
SKILL.md names no scripts, command-line tools or credentials: Unity Scene 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 Scene is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 2.7k tokens (SKILL.md is roughly 11k 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 Scene: 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.