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.
“Operate on Unity Terrain”
$ npx skills add Besty0728/Unity-Skills --skill unity-terrain -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Besty0728/Unity-Skills unity-terrain --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/terrain' .claude/skills/unity-terrain && 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-terrain" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/terrain into .claude/skills/unity-terrain/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-terrain", 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/terrainType 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-terrain -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Besty0728/Unity-Skills unity-terrain --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/terrain' .agents/skills/unity-terrain && 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-terrain" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/terrain into .agents/skills/unity-terrain/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-terrain", 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-terrain -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Besty0728/Unity-Skills unity-terrain --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/terrain' .cursor/skills/unity-terrain && 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-terrain" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/terrain into .cursor/skills/unity-terrain/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-terrain", 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/terrain'--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-terrain -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Besty0728/Unity-Skills unity-terrain --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/terrain' .gemini/skills/unity-terrain && 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-terrain" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/terrain into .gemini/skills/unity-terrain/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-terrain", 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-terrainInstalls 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-terrain -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/terrain' .github/skills/unity-terrain && 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-terrain" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/terrain into .github/skills/unity-terrain/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-terrain", 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-terrain -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-terrain --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/terrain' .opencode/skills/unity-terrain && 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-terrain" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/terrain into .opencode/skills/unity-terrain/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-terrain", 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-terrainUnity Terrain is a skill in Besty0728/Unity-Skills (1.8k stars). Its SKILL.md is about 3.3k tokens. 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 Terrain loads about 3.3k tokens when it runs. Until then it costs about 10 tokens; SKILL.md has 938 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). 938 words, ~3,299 tokens.
.claude/skills/unity-terrain/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.
Operating Mode (v1.9 three-tier):
terrain_get_info, terrain_get_height) run directly. Create/modify skills (terrain_create, terrain_set_height, terrain_set_heights_batch, terrain_add_hill, terrain_generate_perlin, terrain_smooth, terrain_flatten, terrain_paint_texture) are FullAuto — on MODE_RESTRICTED, run the grant protocol; /permission/grant executes the skill server-side and returns the result.RiskLevel="high" skills — nothing auto-classifies as forbidden. To remove a terrain delete the asset via asset_delete (subject to its own forbidden rules).Note: All sculpt/paint operations require an existing Terrain in the scene, or use
terrain_createto generate one.
DO NOT (common hallucinations):
terrain_set_texture does not exist → use terrain_paint_texture with layer index and brush parametersterrain_add_tree / terrain_add_grass do not exist → these require Unity Terrain tools or custom scriptsterrain_set_size does not exist → terrain dimensions are set at creation via terrain_createterrain_import_heightmap / terrain_set_heights do not exist → use terrain_set_heights_batch with a 2D heights array ([z][x] values 0-1)Routing:
material module on terrain's materialgameobject module to create/place objects| Skill | Description |
|---|---|
terrain_create | Create new Terrain with TerrainData |
terrain_get_info | Get terrain size, resolution, layers |
terrain_get_height | Get height at world position |
terrain_set_height | Set height at normalized coords |
terrain_set_heights_batch | Batch set heights in region |
terrain_add_hill | ⭐ Add smooth hill with radius and falloff |
terrain_generate_perlin | ⭐ Generate natural terrain using Perlin noise |
terrain_smooth | ⭐ Smooth terrain to reduce sharp edges |
terrain_flatten | ⭐ Flatten terrain to target height |
terrain_paint_texture | Paint texture layer at position |
Create a new Terrain GameObject with TerrainData asset.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
name | string | No | "Terrain" | Terrain name |
width | int | No | 500 | Terrain width (X) |
length | int | No | 500 | Terrain length (Z) |
height | int | No | 100 | Max terrain height (Y) |
heightmapResolution | int | No | 513 | Heightmap resolution (power of 2 + 1) |
x, y, z | float | No | 0 | Position |
Returns: {success, name, instanceId, terrainDataPath, size, position}
Get terrain information.
| Parameter | Type | Required | Description |
|---|---|---|---|
name | string | No* | Terrain name |
instanceId | int | No* | Instance ID |
*If neither provided, uses first terrain in scene
Returns: {success, name, instanceId, position, size, heightmapResolution, alphamapResolution, detailResolution, terrainLayerCount, layers}
Get terrain height at world position.
| Parameter | Type | Required | Description |
|---|---|---|---|
worldX | float | Yes | World X coordinate |
worldZ | float | Yes | World Z coordinate |
name | string | No | Terrain name |
Returns: {success, worldX, worldZ, height, worldY}
Set height at normalized coordinates.
| Parameter | Type | Required | Description |
|---|---|---|---|
normalizedX | float | Yes | X position (0-1) |
normalizedZ | float | Yes | Z position (0-1) |
height | float | Yes | Height value (0-1) |
name | string | No | Terrain name |
instanceId | int | No | Terrain instance ID |
Returns: {success, normalizedX, normalizedZ, height, pixelX, pixelZ}
⚠️ BATCH SKILL: Set heights in rectangular region.
| Parameter | Type | Required | Description |
|---|---|---|---|
startX | int | Yes | Start X pixel index |
startZ | int | Yes | Start Z pixel index |
heights | float[][] | Yes | 2D array [z][x] with values 0-1 |
name | string | No | Terrain name |
instanceId | int | No | Terrain instance ID |
Returns: {success, startX, startZ, modifiedWidth, modifiedLength, totalPointsModified}
# Example: Create a 10x10 hill
heights = [[0.5 - abs(x-5)/10 - abs(z-5)/10 for x in range(10)] for z in range(10)]
call_skill("terrain_set_heights_batch", startX=50, startZ=50, heights=heights)⭐ RECOMMENDED: Add a smooth, natural-looking hill to the terrain.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
normalizedX | float | Yes | - | X position (0-1) |
normalizedZ | float | Yes | - | Z position (0-1) |
radius | float | No | 0.2 | Hill radius (0-1, relative to terrain size) |
height | float | No | 0.5 | Hill height (0-1) |
smoothness | float | No | 1.0 | Smoothness factor (higher = smoother) |
name | string | No | null | Terrain name |
instanceId | int | No | 0 | Terrain instance ID |
Returns: {success, centerX, centerZ, radius, height, affectedArea}
# Add a large smooth hill at center
call_skill("terrain_add_hill",
normalizedX=0.5, normalizedZ=0.5,
radius=0.3, height=0.6, smoothness=2.0)
# Add multiple hills for varied terrain
for i in range(5):
call_skill("terrain_add_hill",
normalizedX=random.uniform(0.2, 0.8),
normalizedZ=random.uniform(0.2, 0.8),
radius=random.uniform(0.1, 0.25),
height=random.uniform(0.3, 0.7))⭐ RECOMMENDED: Generate natural-looking terrain using Perlin noise algorithm.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
scale | float | No | 20.0 | Noise scale (lower = larger features) |
heightMultiplier | float | No | 0.3 | Height intensity (0-1) |
octaves | int | No | 4 | Detail layers (more = more detail) |
persistence | float | No | 0.5 | Amplitude decrease per octave |
lacunarity | float | No | 2.0 | Frequency increase per octave |
seed | int | No | 0 | Random seed (0 = random) |
name | string | No | null | Terrain name |
Returns: {success, resolution, scale, heightMultiplier, octaves, persistence, lacunarity, seed}
# Generate rolling hills
call_skill("terrain_generate_perlin",
scale=25.0, heightMultiplier=0.4, octaves=4)
# Generate mountainous terrain
call_skill("terrain_generate_perlin",
scale=15.0, heightMultiplier=0.6, octaves=6, persistence=0.6)
# Generate with specific seed for reproducibility
call_skill("terrain_generate_perlin",
scale=20.0, heightMultiplier=0.5, seed=12345)⭐ Smooth terrain heights to reduce sharp edges and create natural transitions.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
normalizedX | float | Yes | - | X position (0-1) |
normalizedZ | float | Yes | - | Z position (0-1) |
radius | float | No | 0.1 | Smoothing radius (0-1) |
iterations | int | No | 1 | Number of smoothing passes |
name | string | No | null | Terrain name |
instanceId | int | No | 0 | Terrain instance ID |
Returns: {success, centerX, centerZ, radius, iterations, affectedArea}
# Smooth a specific area
call_skill("terrain_smooth",
normalizedX=0.5, normalizedZ=0.5,
radius=0.2, iterations=3)⭐ Flatten terrain to a specific height in a region.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
normalizedX | float | Yes | - | X position (0-1) |
normalizedZ | float | Yes | - | Z position (0-1) |
targetHeight | float | No | 0.5 | Target height (0-1) |
radius | float | No | 0.1 | Flatten radius (0-1) |
strength | float | No | 1.0 | Flatten strength (0-1) |
name | string | No | null | Terrain name |
instanceId | int | No | 0 | Terrain instance ID |
Returns: {success, centerX, centerZ, targetHeight, radius, strength}
# Create a flat plateau
call_skill("terrain_flatten",
normalizedX=0.5, normalizedZ=0.5,
targetHeight=0.6, radius=0.15, strength=1.0)Paint terrain texture layer. Requires terrain layers already configured.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
normalizedX | float | Yes | - | X position (0-1) |
normalizedZ | float | Yes | - | Z position (0-1) |
layerIndex | int | Yes | - | Terrain layer index (0-based; use terrain_get_info to query available layers). Out of range, including negative, is rejected before anything is painted |
strength | float | No | 1.0 | Paint strength |
brushSize | int | No | 10 | Brush size in pixels |
name | string | No | null | Terrain name |
instanceId | int | No | 0 | Terrain instance ID |
Returns: {success, layerIndex, layerName, centerX, centerZ, brushSize, strength}
import unity_skills
# === Method 1: Quick terrain with Perlin noise (RECOMMENDED) ===
# Create terrain
result = unity_skills.call_skill("terrain_create",
name="MyTerrain", width=200, length=200, height=50)
# Generate natural terrain with Perlin noise
unity_skills.call_skill("terrain_generate_perlin",
scale=20.0, # Larger scale = bigger features
heightMultiplier=0.4, # Height intensity
octaves=5, # More octaves = more detail
persistence=0.5,
lacunarity=2.0)
# === Method 2: Add individual smooth hills ===
# Create flat terrain
result = unity_skills.call_skill("terrain_create",
name="HillyTerrain", width=200, length=200, height=50)
# Add multiple smooth hills
import random
for i in range(8):
unity_skills.call_skill("terrain_add_hill",
normalizedX=random.uniform(0.2, 0.8),
normalizedZ=random.uniform(0.2, 0.8),
radius=random.uniform(0.15, 0.3),
height=random.uniform(0.3, 0.6),
smoothness=1.5) # Higher = smoother
# Smooth the entire terrain for natural transitions
unity_skills.call_skill("terrain_smooth",
normalizedX=0.5, normalizedZ=0.5,
radius=0.5, iterations=2)
# === Method 3: Create specific features ===
# Create a mountain
unity_skills.call_skill("terrain_add_hill",
normalizedX=0.5, normalizedZ=0.5,
radius=0.25, height=0.8, smoothness=2.0)
# Create a flat plateau on top
unity_skills.call_skill("terrain_flatten",
normalizedX=0.5, normalizedZ=0.5,
targetHeight=0.8, radius=0.1, strength=1.0)
# === Method 4: Manual height control (advanced) ===
import math
heights = []
for z in range(64):
row = []
for x in range(64):
# Distance from center
dx = (x - 32) / 32
dz = (z - 32) / 32
dist = math.sqrt(dx*dx + dz*dz)
# Smooth hill with cosine falloff
h = max(0, 0.5 * math.cos(dist * math.pi / 2)) if dist < 1 else 0
row.append(h)
heights.append(row)
unity_skills.call_skill("terrain_set_heights_batch",
startX=100, startZ=100, heights=heights)
# Query height at world position
info = unity_skills.call_skill("terrain_get_height", worldX=100, worldZ=100)
print(f"Height at position: {info['height']}")All terrain operations support workflow undo/redo:
# Start workflow session
unity_skills.call_skill("workflow_session_start", tag="Create Terrain")
# Create and modify terrain
unity_skills.call_skill("terrain_create", name="TestTerrain")
unity_skills.call_skill("terrain_generate_perlin", scale=20, heightMultiplier=0.5)
unity_skills.call_skill("terrain_add_hill", normalizedX=0.3, normalizedZ=0.3, radius=0.2)
# End session
unity_skills.call_skill("workflow_session_end")
# Later: Undo entire terrain creation
sessions = unity_skills.call_skill("workflow_session_list")
unity_skills.call_skill("workflow_session_undo", sessionId=sessions['sessions'][0]['sessionId'])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/terrain of Besty0728/Unity-Skills.
Open the folder on GitHubat commit ec8aa7c
Unity Terrain 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 Terrain 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 | 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-terrain -a claude-code`. Or copy the skill folder (SkillsForUnity/unity-skills~/skills/terrain in Besty0728/Unity-Skills) into .claude/skills/unity-terrain in your project. Claude Code loads it when a task matches its description.
Run `npx skills add Besty0728/Unity-Skills --skill unity-terrain -a codex`. Or copy the skill folder (SkillsForUnity/unity-skills~/skills/terrain in Besty0728/Unity-Skills) into .agents/skills/unity-terrain 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-terrain -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-terrain, .gemini/skills/unity-terrain, .github/skills/unity-terrain and .opencode/skills/unity-terrain in your project.
SKILL.md names no scripts, command-line tools or credentials: Unity Terrain 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 Terrain 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 Terrain: 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.