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.
Last-resort guidance for safely hand-editing Unity YAML. An agent skill from Besty0728/Unity-Skills.
$ npx skills add Besty0728/Unity-Skills --skill unity-yaml-editing -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Besty0728/Unity-Skills unity-yaml-editing --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/yaml-editing' .claude/skills/unity-yaml-editing && 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-yaml-editing" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/yaml-editing into .claude/skills/unity-yaml-editing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-yaml-editing", 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/yaml-editingType 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-yaml-editing -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Besty0728/Unity-Skills unity-yaml-editing --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/yaml-editing' .agents/skills/unity-yaml-editing && 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-yaml-editing" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/yaml-editing into .agents/skills/unity-yaml-editing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-yaml-editing", 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-yaml-editing -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Besty0728/Unity-Skills unity-yaml-editing --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/yaml-editing' .cursor/skills/unity-yaml-editing && 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-yaml-editing" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/yaml-editing into .cursor/skills/unity-yaml-editing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-yaml-editing", 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/yaml-editing'--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-yaml-editing -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Besty0728/Unity-Skills unity-yaml-editing --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/yaml-editing' .gemini/skills/unity-yaml-editing && 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-yaml-editing" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/yaml-editing into .gemini/skills/unity-yaml-editing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-yaml-editing", 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-yaml-editingInstalls 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-yaml-editing -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/yaml-editing' .github/skills/unity-yaml-editing && 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-yaml-editing" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/yaml-editing into .github/skills/unity-yaml-editing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-yaml-editing", 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-yaml-editing -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-yaml-editing --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/yaml-editing' .opencode/skills/unity-yaml-editing && 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-yaml-editing" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/yaml-editing into .opencode/skills/unity-yaml-editing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-yaml-editing", 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-yaml-editingLast-resort guidance for safely hand-editing Unity YAML. An agent skill from Besty0728/Unity-Skills.
Unity YAML Editing is an agent skill from Besty0728/Unity-Skills. Last-resort guidance for safely hand-editing Unity YAML
Its SKILL.md is about 1.9k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Game Development. The repository describes itself as: AI automation skills specifically designed for Unity. The licence is MIT.
4 steps, taken from the step headings 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.
Shell commands in SKILL.md call:
pythonFrom 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 YAML Editing loads about 1.9k tokens when it runs. Until then it costs about 19 tokens; SKILL.md has 1,033 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). 1,033 words, ~1,875 tokens.
.claude/skills/unity-yaml-editing/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.
Advisory module. This is operational guidance for directly editing Unity serialized YAML text when the REST skills (and the Editor itself) cannot do the job. Hand-editing YAML is the last resort, not a shortcut.
Mode: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).
Prefer REST first. For normal object/asset work, use the REST skills — they keep serialization valid for you:
gameobject_*prefab_*scriptableobject_*scene_*importer_*graphics_*Only hand-edit YAML when REST cannot reach, i.e. one of:
.meta; GUID and importer fields live only in text.ProjectSettings/*.asset fields have no public API or REST surface..unity / .prefab.If none of these apply, stop and use REST. Do not hand-edit YAML for convenience.
--- !u!<classID> &<fileID>. <classID> is the Unity type id (e.g. 1 = GameObject, 4 = Transform, 114 = MonoBehaviour). <fileID> is the object's anchor, unique within this file..meta. Identifies the whole asset (a script, prefab, texture, ...).{fileID: N, guid: H, type: T}. guid is omitted for same-file references ({fileID: N}).m_Script: a MonoBehaviour points at its script via m_Script: {fileID: 11500000, guid: <scriptGUID>, type: 3}. fileID: 11500000 is the conventional MonoScript fileID; guid is the .cs file's GUID from its .meta; type: 3 means the reference targets an asset on disk. A wrong guid/fileID here is exactly what produces a "missing script / missing component".When: a script was renamed or moved, so a prefab/scene m_Script guid/fileID no longer resolves; or a compile failure left a component as Missing and you must locate, delete, or re-point it at the YAML level (the Editor cannot deserialize a broken component, so REST/Editor API is unavailable).
How: read the script's current GUID from its .cs.meta. In the prefab/scene, find the offending m_Script: {fileID: 11500000, guid: ..., type: 3} and set guid to the correct value (keep fileID: 11500000, type: 3). To delete a Missing component, remove its whole --- !u!114 &<fileID> block and the matching {component: {fileID: <fileID>}} entry under the owner GameObject's m_Component list — leaving one without the other corrupts the file.
Danger: deleting the object block but not its m_Component reference (or vice versa) breaks the GameObject; changing a fileID that other objects reference orphans those references.
When: a .meta GUID looks like a pseudo-random GUID and risks third-party collision, or you must edit an importer field that REST does not expose.
How: for pseudo-GUID detection and the uuid4 repair flow, reuse /metacheck — it documents 5 pseudo-GUID heuristics (consecutive hex runs, interleaved increment, repeated chars, literal abcdef, wrong length), the uuid4 regeneration step, and the ValidationSkills.cs.meta collision lesson. Do not re-derive that here. Generate replacement GUIDs with python -c "import uuid; print(uuid.uuid4().hex)", never by hand.
Danger: changing a GUID without updating every reference. Before changing any GUID, grep the whole project for that GUID (.asset / .prefab / .unity / .meta) and update every reference point in the same change. Run /metacheck for a full GUID health audit before/after.
When: you need a ProjectSettings/*.asset field (YAML) that REST does not expose — e.g. a specific physics layer / collision matrix entry, or a hidden QualitySettings value.
How: git-back up (or confirm a clean tree) first, locate the exact field by key, change only its value, then let Unity reload and re-serialize to validate. Confirm the change round-trips (Unity rewriting the file the same way) rather than reverting or reformatting it.
Danger: editing collision-matrix or enum-backed fields by guessing the encoding can silently break settings; always verify Unity accepts the value on reload.
When: a .unity / .prefab has Git conflict markers and you must resolve them.
How: Unity YAML is line-mergeable because each object is an independent --- !u!<classID> &<fileID> block. Resolve per-block: for a block changed on only one side, take that side; for the same block changed on both sides, do a true 3-way merge of the conflicting fields. After resolving, ensure every fileID/guid referenced still has a defining block.
Danger: blindly accepting one side (--theirs/--ours) drops objects added on the other side or leaves dangling references. Never resolve by deleting whole conflict regions without checking the fileID references inside them.
anchor/fileID unless the explicit task is reference repair.python -c "import uuid; print(uuid.uuid4().hex)".gameobject_* / prefab_* / scriptableobject_* / scene_* / importer_* / graphics_* — and do not hand-edit./metacheck./skillcheck.© 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/yaml-editing of Besty0728/Unity-Skills.
Open the folder on GitHubat commit ec8aa7c
Unity YAML Editing 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 YAML Editing this skillBesty0728/Unity-Skills | 1.8k | — | ~1.9k | 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
Last-resort guidance for safely hand-editing Unity YAML. An agent skill from Besty0728/Unity-Skills. Unity YAML Editing is an agent skill from Besty0728/Unity-Skills.
Unity YAML Editing fits situations like: game Development work in your project.
Run `npx skills add Besty0728/Unity-Skills --skill unity-yaml-editing -a claude-code`. Or copy the skill folder (SkillsForUnity/unity-skills~/skills/yaml-editing in Besty0728/Unity-Skills) into .claude/skills/unity-yaml-editing in your project. Claude Code loads it when a task matches its description.
Run `npx skills add Besty0728/Unity-Skills --skill unity-yaml-editing -a codex`. Or copy the skill folder (SkillsForUnity/unity-skills~/skills/yaml-editing in Besty0728/Unity-Skills) into .agents/skills/unity-yaml-editing 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-yaml-editing -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-yaml-editing, .gemini/skills/unity-yaml-editing, .github/skills/unity-yaml-editing and .opencode/skills/unity-yaml-editing in your project.
Going by SKILL.md and its folder, Unity YAML Editing needs the command-line tools its instructions call (python). Our summary lists: Python 3.
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 YAML Editing is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.9k tokens (SKILL.md is roughly 7.5k 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 YAML Editing: 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.