Sprite Gen
aldegad/sprite-gen
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.
A skill your agent uses when building a 2D game in Unity 6.3 URP: pixel-art or HD sprite import and PPU, sprite atlases, Tilemaps, Rule Tiles and reskins, the 2D Renderer and 2D lights with normal…
$ npx skills add scenario-labs/skills --skill scenario-unity-2d -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install scenario-labs/skills scenario-unity-2d --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/scenario-labs/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/game-engines/unity/scenario-unity-2d .claude/skills/scenario-unity-2d && 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 "scenario-unity-2d" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-2d into .claude/skills/scenario-unity-2d/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-2d", 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/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-2dType 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 scenario-labs/skills --skill scenario-unity-2d -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install scenario-labs/skills scenario-unity-2d --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/game-engines/unity/scenario-unity-2d .agents/skills/scenario-unity-2d && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "scenario-unity-2d" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-2d into .agents/skills/scenario-unity-2d/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-2d", 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 scenario-labs/skills --skill scenario-unity-2d -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install scenario-labs/skills scenario-unity-2d --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/game-engines/unity/scenario-unity-2d .cursor/skills/scenario-unity-2d && 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 "scenario-unity-2d" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-2d into .cursor/skills/scenario-unity-2d/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-2d", 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/scenario-labs/skills.git --path skills/game-engines/unity/scenario-unity-2d--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 scenario-labs/skills --skill scenario-unity-2d -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install scenario-labs/skills scenario-unity-2d --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/game-engines/unity/scenario-unity-2d .gemini/skills/scenario-unity-2d && 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 "scenario-unity-2d" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-2d into .gemini/skills/scenario-unity-2d/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-2d", 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 scenario-labs/skills scenario-unity-2dInstalls 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 scenario-labs/skills --skill scenario-unity-2d -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/game-engines/unity/scenario-unity-2d .github/skills/scenario-unity-2d && 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 "scenario-unity-2d" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-2d into .github/skills/scenario-unity-2d/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-2d", 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 scenario-labs/skills --skill scenario-unity-2d -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install scenario-labs/skills scenario-unity-2d --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/game-engines/unity/scenario-unity-2d .opencode/skills/scenario-unity-2d && 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 "scenario-unity-2d" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-2d into .opencode/skills/scenario-unity-2d/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-2d", 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.
scenario-unity-2dA skill your agent uses when building a 2D game in Unity 6.3 URP: pixel-art or HD sprite import and PPU, sprite atlases, Tilemaps, Rule Tiles and reskins, the 2D Renderer and 2D lights with normal…
Scenario Unity 2D is an agent skill from scenario-labs/skills. Use when building a 2D game in Unity 6.3 URP: pixel-art or HD sprite import and PPU, sprite atlases, Tilemaps, Rule Tiles and reskins, the 2D Renderer and 2D lights with normal maps, 2D animation, a platformer or top-down controller ("make a platformer controller that feels good", coyote time, jump buffer, one-way platforms, spikes), Pixel Perfect Camera, a follow or room camera, hit stop and screen shake; or when pixel art looks blurry or shimmers, tiles show seams, 2D lights do nothing or cost too much, the…
Its SKILL.md is about 4.9k tokens, which your agent loads only when the skill is triggered. The skill folder holds 38 other files, including scripts and reference files (for example `references/critique.md`, `references/expert-notes.md` and `references/gui-paths.md`).
It sits in Game Development, covering Sprites and pixel art, Game development and Design to code. The repository describes itself as: Get production-ready images, video, audio, and 3D from any AI agent: skills that pick the right model, price before spending, and keep characters and brands consistent through… The licence is MIT.
8 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 91caa01. 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.
Ships 11 files in scripts/ (C#, from the files we listed), which the agent can run.
Shell commands in SKILL.md call:
npxFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md. Its commands use npx, which can reach the network depending on how they are called.
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.
Scenario Unity 2D loads about 4.9k tokens when it runs, and up to ~35k if it reads all its reference files. Until then it costs about 149 tokens; SKILL.md has 2,027 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); the scripts in this folder are not scanned.
The full file from scenario-labs/skills at commit 91caa01, republished under its MIT licence (© scenario-labs). 2,027 words, ~4,899 tokens.
.claude/skills/scenario-unity-2d/SKILL.md (or your agent's skills folder). This skill also uses 34 other files; get the full folder from GitHub.Expert 2D work in Unity 6.3 is a chain of coupled settings proven by numbers and a frame: one PPU from art to camera, atlases judged by what they save, tiles and lights authored as data and costed, a camera that moves in whole pixels, and a controller whose feel is measured, not asserted. Everything below was run in Unity 6000.3.21f1 through batch jobs and PlayMode tests (references/procedures.md). If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.
REQUIRED BACKGROUND: scenario-unity-expert (channels, review loop, 6.3 traps).
com.unity.2d.pixel-perfect in URP: it is the Built-in component (6.3 Manual). Measured: 100% uniform 6 x 6 blocks at 1080p.AuditAtlases reproduces the 6.3 Sprite Atlas Analyzer reports plus Read/Write; grouping by co-visibility is the step no tool does.Tilemap.SetTiles, RuleTile.m_TilingRules, RuleOverrideTile.ApplyOverrides, ISpriteEditorDataProvider, AnimatorController; rigging and AutoTile masks stay human (references/gui-paths.md).Ask once: pixel art or HD (defaults: pixel, 16 PPU, 320 x 180); target screens including 21:9 and phones; camera model (static rooms, follow with bias and fall damping, lead toward action); real-time 2D lights or painted light, and the lowest tier; controller profile (precision: own the velocity, high air friction; momentum: low air friction; physics-rich: Dynamic body with forces; top-down: velocity); jump height in tiles and the variable-height method; hazards and one-way platforms; input devices. Then ut_2d.project(P).
TwoDSetup.ProjectSetup: sorting layers back to front (few: they drive light batching), Player and Ground layers. GATE: order read back, no pixel-perfect package, Input System, fixed step 0.02 s.SpriteJobs.ImportPixelArt (slicing, pixel pivots, _NormalMap) or ImportHD (PPU = height / (2 x ortho), e-book p. 21); shaped tiles get SetPhysicsOutline (16 px sprites generate a 4-point rectangle). GATE: AuditSprites 0 errors; one PPU.AtlasJobs.BuildAtlas per co-visible group, lit and plain apart, pixel pages uncompressed. GATE: 1 page, 0 findings, grouping rule written.TilemapJobs.CreateRuleTile + BuildLevel; reskins with CreateRuleOverrideTile; Composite Merge, Outlines, Static; per-tile colliders only for runtime edits, then Use Delaunay Mesh. GATE: rule_mismatches == 0 (reskin read-back too), drop probe within 0.05 units, capture shows no seams.AnimJobs.BuildSpriteAnimator, LevelJobs.Populate (player, Hazard2D spikes with inset hitboxes, one-way platforms). GATE: LintAnimator 0 errors; hitbox-to-art ratios below 1.LightJobs.LightRig, then LightJobs.LightCost (tier; engine check once the camera exists). GATE: Audit2D 0 errors; replica light batches = URP's own count; every batch break and every light over half the view justified; normals on/off capture pair differs.CameraJobs.SetupPixelPerfect, CapturePixelPerfect; a sub-pixel pan (ut_2d.pan_shots) scored by ut_2d.shimmer_check; follow cameras through CinemachineJobs.Setup (CM 3.1.7 pinned) plus CinemachineFallDamping and CinemachineRoomSwap. GATE: pixel_block_check >= 0.999 at 1080p and 720p, pan min rigid >= 0.99, void_columns 0 at 21:9, bounds_hide_secrets ok, contact sheet looked at.ut_run.run_tests(P, "PlayMode", graphics=True)). GATE: apex = 50 Hz prediction, windows within one step, one press = one jump at 30/60/144 fps, each toggle A/B, method and air-drift numbers stated. Feel itself is a human verdict: ship toggles and numbers.Audit2D.Scene clean; AgentProfile.PlayModeTimings budget pass; report each step with its Unity call, then Verified and Assumed.| Value | Relative to | Source |
|---|---|---|
| PPU = H / (2 x ortho size): 216 at 4K Size 5 | HD art, closest zoom | e-book p. 21 |
| 320 x 180: x4 720p, x6 1080p, x8 1440p, x12 4K; ortho 5.625 at 16 PPU | pixel reference | Manual; [added] arithmetic |
| MaxSpeed 14, Accel 120, GroundDecel 60, AirDecel 30, JumpPower 36, FallAccel 110, MaxFall 40, release x3, Coyote 0.15 s, Buffer 0.2 s | Tarodev stats (u/s, u/s^2) | Tarodev repo |
| apex 5.536 at 50 Hz (formula 5.89), rise 0.32 s; tap: gravity x3 2.08, cut 0.5 1.81, sustain (JumpPower 18.7) 1.78 of 5.52 | those stats | measured, replay |
| air drift after release at top speed: AirDecel 30 3.13 units (24 steps), 240 0.27 (3 steps) | 0.55-unit body | measured |
| Celeste: about 6 frames to top speed, 3 to stop, jump about 3 body heights (Mario 4, Meat Boy 6) | 60 fps frames | GMTK [00:02:01], [00:03:42] |
| apex band gravity x0.5 below 5 u/s held (+0.08 s); corner nudge 0.25 units | added tricks | Dawnosaur [00:02:06]; [added] |
| hazard hitbox inset 2 px sides, 3 px top: 0.75 x 0.625 of a 16 x 8 spike | art | [added] values |
| fall damping 0.6 s loose, 0.1 s tight, switch below -15 u/s, back at 0, 0.2 s blend | follow camera | [added] values; rule Sasquatch |
| hit stop 0.02 to 0.07 s | real time | Nijman; GMTK |
| Global light 0.25; light render scale 0.5 (template) | lighting | GDC; observed |
| one atlas page; wastage flag > 400 KB | per atlas | hXlpnwD-TgY |
| 12 samples per second for sprite clips | frame-by-frame | Brackeys [00:03:42] |
AuditSprites, AuditAtlases, Audit2D, LintAnimator); rule_mismatches == 0; drop probe < 0.05; pixel_block_check >= 0.999; pan rigid >= 0.99; void_columns 0 at 21:9; light batches replica = engine; PlayMode suite 0 failures; frame budget pass with ut_stat.summarize_csv.ut_review.review_images and a contact sheet you open, 2x crops for pixel edges; lighting pair; critique.md sections A to H.| Mistake | What it looks like | Fix |
|---|---|---|
| 2D Pixel Perfect package in URP | wrong component, settings ignored | URP PixelPerfectCamera |
| PPU per sprite, Bilinear, compressed | blur, color shift, uneven pixels | ImportPixelArt + AuditSprites |
| shimmer judged on stills | crisp frames, crawling pixels in motion | pan_shots + shimmer_check; integer Crop Frame |
| batch capture right after OpenScene | only the Global light shows | CameraJobs.WarmLights2D |
| Light2D added by script | shadows on, normals off (normalMapQuality read-only) | set both; SerializedObject m_NormalMapQuality |
| a light skipping one sorting layer | light batches split, every light redrawn | same Target Sorting Layers where the look allows; LightCost |
| Accurate normals, big lights, many shadows on mobile | fill-rate bound frame | Fast, smaller lights, 1 to 2 shadow lights |
| atlas judged by Batches or SetPass | "atlas does nothing" | used textures and memory |
| compressed pixel-art atlas page | color shifts in flat pixels | Compression None on pixel pages |
_timeJumpWasPressed = 0 (Tarodev) | phantom jump on first landing | float.MinValue |
| input read in FixedUpdate | lost presses at high fps | latch in Update |
| ground and ceiling casts that hit triggers or one-way platforms | "grounded" on a trigger, head bonks under a platform | useTriggers = false; skip one-way colliders (as PlatformerController2D) |
| one AirDeceleration for every game | slides off small platforms, or no momentum | choose by level; state the drift |
| hazard hitbox = art | death on a 1 px graze | Hazard2D.FitHitbox inset |
| Rotated rule transform on ground | grass on walls | Fixed or MirrorX |
| duplicated Rule Tile for a reskin | rule fixes applied twice or missed | Rule Override Tile |
| blended sprite transitions | late, smeared switches | exit time off, duration 0 |
| fixed vertical damping on a follow camera | player falls out of the frame | CinemachineFallDamping |
| room swap on trigger enter | wrong camera when the player turns back | swap on exit by direction |
legacy Input.GetAxis | runtime exception (templates) | Input System actions |
UnityEngine.Rendering.Universal.PixelPerfectCamera (URP 17.3): Grid Snapping dropdown; Filter Mode has no public setter; the camera position is rounded to the pixel grid before every render.LightCost computes.Rigidbody2D.linearVelocity, bodyType; Physics2D.autoSyncTransforms obsolete; LowLevelPhysics2D renamed PhysicsCore2D in 6.5.com.unity.cinemachine 3.1.7; core in 6.6. Runtime atlases arrive in 6.4; PVRTC removed in 6.4.references/procedures.md: procedures P0 to P14, Unity APIs, live tests, measured results.references/expert-notes.md: principles by expert, timestamps, deciding conditions.references/critique.md: the rubric (import, atlases, tiles, lights, camera, feel, animation and juice, report).references/gui-paths.md: windows and menus for the same work.references/sources.md: sources, credentials, timestamps, revision history.scripts/ut_2d.py: install, resolution and feel math (jump methods, air drift), art generators, pixel_block_check, shimmer_check, void_columns, bounds_hide_secrets, metrics.scripts/AgentKit/TwoD/: editor jobs (setup, sprites, atlases, tilemaps, level, lights and light cost, camera, Cinemachine, animation, audit, LowLevelPhysics2D).scripts/Runtime/TwoD/: PlatformerController2D, PlatformerStats, Hazard2D, FallDampingSwitch, PlatformerAnimatorBridge, HitStop, CameraShake2D, TopDownMover2D; scripts/Runtime/TwoDCinemachine/: Cinemachine2DRig, CinemachineFallDamping, CinemachineRoomSwap (compile only with CM3).© scenario-labs, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 34 other files (scripts, references) in skills/game-engines/unity/scenario-unity-2d of scenario-labs/skills.
Open the folder on GitHubat commit 91caa01
Scenario Unity 2D 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 |
|---|---|---|---|---|---|---|
| Scenario Unity 2D this skillscenario-labs/skills | 931 | — | ~4.9k | Automated safety check: Pass | MIT | |
| Sprite Genaldegad/sprite-gen | 2.6k | — | ~4.8k | Automated safety check: Pass | Apache-2.0 | |
| Asset Pipelinerehan-remade/universal-modder | 5.8k | — | ~2k | Automated safety check: Pass | MIT | |
| Spine AnimationGenielabsOpenSource/spine-animation-ai | 518 | — | ~17k | Automated safety check: Pass | CC-BY-NC-4.0 | |
| AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill | 297 | — | ~1.1k | Automated safety check: Pass | MIT | |
| Godot 2D Essentialsjame581/GodotPrompter | 799 | — | ~2.3k | Automated safety check: Pass | MIT |
aldegad/sprite-gen
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.
rehan-remade/universal-modder
Turn generated or hand-made art into exactly what a game engine loads.
GenielabsOpenSource/spine-animation-ai
Create Spine 2D skeletal animations from pre-existing character assets (separated body-part PNGs, atlas spritesheet, or a full character image).
ybuild-ai/ai-game-art-pipeline-skill
Provider-neutral open-source skill for planning and producing game-runtime art assets and animation: static props/icons, canonical character sheets, combat sprites, 3D/video motion references…
jame581/GodotPrompter
Covers Godot 4.3+ 2D systems with GDScript and C# examples: canvas layers, draw order, TileMaps, parallax, lights and shadows, particles and custom drawing.
thedivergentai/GD-Agentic-Skills
Expert patterns for 3D level design using GridMap with MeshLibrary, CSG constructive solid geometry, occlusion, and runtime GridMap builders.
scenario-labs/skills
A skill your agent uses when drawing or animating with Grease Pencil in Blender 5.x from Python: 2D or 2.5D illustration, frame-by-frame animation, a cutout or part-based 2D character, strokes with…
scenario-labs/skills
A skill your agent uses when grooming hair or fur in Blender with hair curves, such as a character hairstyle, animal fur, procedural fur in geometry nodes, or hair cards and mesh hair for games.
scenario-labs/skills
A skill your agent uses when lighting, rendering or compositing in Blender: light a character, product or hero shot, interior at dusk or night, three-point or motivated lighting, sun and sky, HDRI…
scenario-labs/skills
A skill your agent uses when animating characters or scenes in Godot 4.7: AnimationPlayer clips and RESET, AnimationTree state machines and blend spaces built in code, Mixamo or glTF import, loop…
scenario-labs/skills
A skill your agent uses when adding or fixing sound in Godot 4.7: audio buses and effects, volume sliders, 'too many sounds', combat audio with hundreds of enemies, sounds clipping or distorting, 3D…
scenario-labs/skills
A skill your agent uses when a Godot 4 game goes online or co-op: host and join with ENet, WebSocket for a web build, RPCs (@rpc, rpcid, anypeer), MultiplayerSpawner and MultiplayerSynchronizer…
Categories
A skill your agent uses when building a 2D game in Unity 6.3 URP: pixel-art or HD sprite import and PPU, sprite atlases, Tilemaps, Rule Tiles and reskins, the 2D Renderer and 2D lights with normal…. Scenario Unity 2D is an agent skill from scenario-labs/skills.
Scenario Unity 2D fits situations like: building a 2D game in Unity 6.3 URP: pixel-art; HD sprite import and PPU; rule Tiles and reskins; the 2D Renderer and 2D lights with normal maps.
Run `npx skills add scenario-labs/skills --skill scenario-unity-2d -a claude-code`. Or copy the skill folder (skills/game-engines/unity/scenario-unity-2d in scenario-labs/skills) into .claude/skills/scenario-unity-2d in your project. Claude Code loads it when a task matches its description.
Run `npx skills add scenario-labs/skills --skill scenario-unity-2d -a codex`. Or copy the skill folder (skills/game-engines/unity/scenario-unity-2d in scenario-labs/skills) into .agents/skills/scenario-unity-2d 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 scenario-labs/skills --skill scenario-unity-2d -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/scenario-unity-2d, .gemini/skills/scenario-unity-2d, .github/skills/scenario-unity-2d and .opencode/skills/scenario-unity-2d in your project.
Going by SKILL.md and its folder, Scenario Unity 2D needs C# for the scripts in its folder and the command-line tools its instructions call (npx). Our summary lists: Node.js.
SKILL.md contains no URLs. Its commands use npx, which can reach the network depending on how they are called. 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.
Scenario Unity 2D is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 4.9k tokens (SKILL.md is roughly 20k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 30k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Scenario Unity 2D: Sprite Gen (aldegad/sprite-gen, 2.6k stars), Asset Pipeline (rehan-remade/universal-modder, 5.8k stars), Spine Animation (GenielabsOpenSource/spine-animation-ai, 518 stars) and AI Game Art Pipeline (ybuild-ai/ai-game-art-pipeline-skill, 297 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
scenario-labs (a GitHub organization) maintains it in scenario-labs/skills, which has 931 GitHub stars. The repository holds 143 skills in this directory. The repository was last updated on October 8, 2026.
Source: scenario-labs/skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.