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.
Create, inspect, and edit Behavior Tree and Blackboard assets — composites, tasks, decorators, services, node properties, blackboard key bindings, key CRUD and metadata, tree round-trips and…
$ npx skills add kevinpbuckley/VibeUE --skill behavior-trees -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install kevinpbuckley/VibeUE behavior-trees --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/kevinpbuckley/VibeUE.git skills-src && mkdir -p .claude/skills && cp -r skills-src/Content/Skills/behavior-trees .claude/skills/behavior-trees && 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 "behavior-trees" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/behavior-trees into .claude/skills/behavior-trees/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "behavior-trees", 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/kevinpbuckley/VibeUE/tree/master/Content/Skills/behavior-treesType 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 kevinpbuckley/VibeUE --skill behavior-trees -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install kevinpbuckley/VibeUE behavior-trees --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .agents/skills && cp -r skills-src/Content/Skills/behavior-trees .agents/skills/behavior-trees && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "behavior-trees" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/behavior-trees into .agents/skills/behavior-trees/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "behavior-trees", 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 kevinpbuckley/VibeUE --skill behavior-trees -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install kevinpbuckley/VibeUE behavior-trees --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/Content/Skills/behavior-trees .cursor/skills/behavior-trees && 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 "behavior-trees" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/behavior-trees into .cursor/skills/behavior-trees/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "behavior-trees", 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/kevinpbuckley/VibeUE.git --path Content/Skills/behavior-trees--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 kevinpbuckley/VibeUE --skill behavior-trees -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install kevinpbuckley/VibeUE behavior-trees --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/Content/Skills/behavior-trees .gemini/skills/behavior-trees && 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 "behavior-trees" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/behavior-trees into .gemini/skills/behavior-trees/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "behavior-trees", 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 kevinpbuckley/VibeUE behavior-treesInstalls 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 kevinpbuckley/VibeUE --skill behavior-trees -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .github/skills && cp -r skills-src/Content/Skills/behavior-trees .github/skills/behavior-trees && 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 "behavior-trees" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/behavior-trees into .github/skills/behavior-trees/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "behavior-trees", 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 kevinpbuckley/VibeUE --skill behavior-trees -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install kevinpbuckley/VibeUE behavior-trees --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/Content/Skills/behavior-trees .opencode/skills/behavior-trees && 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 "behavior-trees" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/behavior-trees into .opencode/skills/behavior-trees/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "behavior-trees", 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.
behavior-treesCreate, inspect, and edit Behavior Tree and Blackboard assets — composites, tasks, decorators, services, node properties, blackboard key bindings, key CRUD and metadata, tree round-trips and…
Behavior Trees is an agent skill from kevinpbuckley/VibeUE. Create, inspect, and edit Behavior Tree and Blackboard assets — composites, tasks, decorators, services, node properties, blackboard key bindings, key CRUD and metadata, tree round-trips and validation (BehaviorTreeService + BlackboardService). Use when the user asks to build a Behavior Tree, add BT nodes or decorators, bind blackboard keys, author a blackboard, or validate/repair a BT asset.
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: Unreal Engine Vibe Coding tool. The licence is MIT.
Read from SKILL.md and the folder at commit dc051be. 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.
Behavior Trees loads about 1.9k tokens when it runs. Until then it costs about 103 tokens; SKILL.md has 662 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 kevinpbuckley/VibeUE at commit dc051be, republished under its MIT licence (© kevinpbuckley). 662 words, ~1,876 tokens.
.claude/skills/behavior-trees/SKILL.md (or your agent's skills folder).🧠 Brains complement: IF an
unreal-engine-skills-managertool (external MCP) exists in this session, call it with{action: "load", skill: "ai-and-navigation"}for UE domain knowledge on Behavior Trees — architecture, node semantics, best practices. If no such tool is available, skip this line entirely and proceed with this skill alone — do NOT attempt the call.
Two services, reachable from Python (unreal.BehaviorTreeService.*, unreal.BlackboardService.*)
and as AICallable tools:
BlackboardService → UBlackboardData assets: create, key CRUD, metadata, re-parenting
BehaviorTreeService → UBehaviorTree assets: structure, sub-nodes, properties, build, validateDiscover exact signatures with discover_python_class('unreal.BehaviorTreeService') — this skill
teaches the concepts and the gotchas, not the call shapes.
import unreal
BT = unreal.BehaviorTreeService
BB = unreal.BlackboardService
# 1. Blackboard first — key bindings resolve against the TREE'S board, so assign it at creation.
BB.create_blackboard("/Game/AI/BB_Guard")
BB.add_blackboard_key("/Game/AI/BB_Guard", "TargetActor", "Object")
BB.set_blackboard_key_object_class("/Game/AI/BB_Guard", "TargetActor", "/Script/Engine.Actor")
# 2. Tree on that board.
BT.create_behavior_tree("/Game/AI/BT_Guard", "/Game/AI/BB_Guard")
# 3. Structure. Every mutator returns the new node's PATH (or "ERROR: ...").
sel = BT.add_node("/Game/AI/BT_Guard", "Root", "BTComposite_Selector") # Root/Selector[0]
seq = BT.add_node("/Game/AI/BT_Guard", sel, "BTComposite_Sequence")
wait = BT.add_node("/Game/AI/BT_Guard", seq, "BTTask_Wait")
# 4. Properties and bindings.
BT.set_node_property_value("/Game/AI/BT_Guard", wait, "WaitTime", '(DefaultValue=3.5,Key="")')
dec = BT.add_decorator("/Game/AI/BT_Guard", seq, "BTDecorator_Blackboard")
BT.set_node_blackboard_key("/Game/AI/BT_Guard", dec, "BlackboardKey", "TargetActor")
# 5. Verify.
print(BT.validate_tree("/Game/AI/BT_Guard")) # [] == clean
print(BT.get_tree("/Game/AI/BT_Guard")) # whole tree as JSONEvery mutator saves the asset itself — there is no separate "commit" step to forget.
compile_and_save exists for re-running layout + save on a tree edited some other way.
Root/Selector[0]/Sequence[1]/Wait[0] — segments are node TITLES with an index among
same-named siblings. Root is a keyword (the graph root), not a title.<owner path>/@decorator[n] / <owner path>/@service[n] — by slot, in order.guid (from GetTree/GetNodeInfo) across
edits, and re-read GetTree after a rename. set_node_name refuses names the grammar cannot
express (/, leading @, trailing [n]) — on both the direct route and via the NodeName
property.FValueOrBBKey_*: pass '(DefaultValue=3.5,Key="")', not '3.5'. Read the current value
first (get_node_property_value) and mirror its shape.set_node_blackboard_key, never
set_node_property_value, for anything get_node_property_names flags
bIsBlackboardKeySelector. The service validates the key's TYPE against the selector's filter
up front — a mistyped binding would otherwise resolve, read back fine, and be silently cleared
by the engine on the next save.add_node(parallel, cls, 1)),
never removed or moved away.Root itself —
add_decorator(asset, "Root/Selector", ...) is the correct call and the refusal message on
Root says so.set_node_property_value verifies after the save. ValueAfterWrite is re-read from the
asset, not echoed; if the engine rewrote the value at save time the call reports failure and
tells you what is actually on disk. Trust it.set_node_comment writes the graph comment bubble — annotation only, survives
GetTree→BuildTree round-trips. Use it to record WHY a subtree exists.get_tree → edit the JSON → build_tree(target, json, bReplaceExisting) replays it through
the ordinary mutators. One save per node/property — fine for tens of nodes, not a bulk-import
path for thousands. With bReplaceExisting=true the result's PreReplaceSnapshot holds the
target's previous tree; if the build fails midway, feed that snapshot back to build_tree to
restore.repair_graph_from_runtime_tree rebuilds a sparse editor graph from the runtime tree —
explicit, never implicit. validate_tree is the read-only diagnostic sweep (orphans, broken
key bindings at any nesting depth, empty composites, misplaced sub-nodes).set_blackboard_key_instance_synced, set_blackboard_key_metadata (category + description),
set_blackboard_parent (cycle- and shadowing-checked) — all post-creation editable.find_blackboard_key_references(board, key) lists every BT selector bound to a key, formatted
<btPath>:<node>.<property> — run it BEFORE remove_blackboard_key or
rename_blackboard_key; rename returns the same list after the fact (those bindings broke).SelfActor on a parent-less board is engine-persistent and cannot be removed.BTT_*, BTD_*, BTS_*) are created with the blueprints skill
(parent class BTTask_BlueprintBase etc.); get_available_node_types lists them once they
exist, and add_node resolves them by short name, _C name, or full object path.© kevinpbuckley, 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 Content/Skills/behavior-trees of kevinpbuckley/VibeUE.
Open the folder on GitHubat commit dc051be
Behavior Trees 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 |
|---|---|---|---|---|---|---|
| Behavior Trees this skillkevinpbuckley/VibeUE | 726 | — | ~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 | 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.
kevinpbuckley/VibeUE
Previews, validates and bakes bone-rotation edits on Unreal Engine AnimSequences, enforcing a coordinate space and a constraint-checked preview-validate-bake loop.
kevinpbuckley/VibeUE
Creates and edits Unreal Engine Animation Montages through AnimMontageService: sections, slots, segments, branching points, notifies and blend settings.
kevinpbuckley/VibeUE
Creates and edits AnimSequence keyframes and bone tracks in Unreal Engine through AnimSequenceService, following an inspect, preview, validate and bake workflow with correct bone-space handling.
kevinpbuckley/VibeUE
Imports files into Unreal Engine, exports textures, reads the Content Browser selection and checks open assets via VibeUE, plus mesh reimport material fixes.
kevinpbuckley/VibeUE
Changes Unreal Engine console variables, scalability levels and raw INI values through VibeUE's Python API, now that registered settings moved to the engine's own toolset.
kevinpbuckley/VibeUE
Creates and wires Unreal Engine Enhanced Input assets through VibeUE's InputService: Input Actions, Mapping Contexts, key bindings, triggers and modifiers.
Categories
Create, inspect, and edit Behavior Tree and Blackboard assets — composites, tasks, decorators, services, node properties, blackboard key bindings, key CRUD and metadata, tree round-trips and…. Behavior Trees is an agent skill from kevinpbuckley/VibeUE. Create, inspect, and edit Behavior Tree and Blackboard assets — composites, tasks, decorators, services, node properties, blackboard key bindings, key CRUD and metadata, tree round-trips and validation (BehaviorTreeService + BlackboardService).
Behavior Trees fits situations like: the user asks to build a Behavior Tree; bind blackboard keys; author a blackboard; validate/repair a BT asset.
Run `npx skills add kevinpbuckley/VibeUE --skill behavior-trees -a claude-code`. Or copy the skill folder (Content/Skills/behavior-trees in kevinpbuckley/VibeUE) into .claude/skills/behavior-trees in your project. Claude Code loads it when a task matches its description.
Run `npx skills add kevinpbuckley/VibeUE --skill behavior-trees -a codex`. Or copy the skill folder (Content/Skills/behavior-trees in kevinpbuckley/VibeUE) into .agents/skills/behavior-trees 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 kevinpbuckley/VibeUE --skill behavior-trees -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/behavior-trees, .gemini/skills/behavior-trees, .github/skills/behavior-trees and .opencode/skills/behavior-trees in your project.
SKILL.md names no scripts, command-line tools or credentials: Behavior Trees is instructions for the agent only. 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.
Behavior Trees 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 Behavior Trees: 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.
kevinpbuckley (a GitHub user) maintains it in kevinpbuckley/VibeUE, which has 726 GitHub stars. The repository holds 39 skills in this directory. The repository was last updated on October 7, 2026.
Source: kevinpbuckley/VibeUE on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.