Unreal Blueprint Authoring
flopperam/unreal-engine-mcp
Walks an agent through creating and editing Unreal Engine Blueprints with the Flopperam MCP's bp_* tools, from inspection to commit and verification.
A skill your agent uses when an agent drives Unity 6.3 (6000.3) on a Mac for any task: batch mode and -executeMethod jobs, a running editor (the user's GUI editor or a headless one), the Unity CLI…
$ npx skills add scenario-labs/skills --skill scenario-unity-expert -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install scenario-labs/skills scenario-unity-expert --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-expert .claude/skills/scenario-unity-expert && 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-expert" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-expert into .claude/skills/scenario-unity-expert/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-expert", 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-expertType 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-expert -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install scenario-labs/skills scenario-unity-expert --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-expert .agents/skills/scenario-unity-expert && 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-expert" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-expert into .agents/skills/scenario-unity-expert/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-expert", 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-expert -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install scenario-labs/skills scenario-unity-expert --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-expert .cursor/skills/scenario-unity-expert && 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-expert" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-expert into .cursor/skills/scenario-unity-expert/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-expert", 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-expert--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-expert -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install scenario-labs/skills scenario-unity-expert --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-expert .gemini/skills/scenario-unity-expert && 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-expert" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-expert into .gemini/skills/scenario-unity-expert/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-expert", 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-expertInstalls 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-expert -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-expert .github/skills/scenario-unity-expert && 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-expert" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-expert into .github/skills/scenario-unity-expert/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-expert", 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-expert -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-expert --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-expert .opencode/skills/scenario-unity-expert && 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-expert" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-expert into .opencode/skills/scenario-unity-expert/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-expert", 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-expertA skill your agent uses when an agent drives Unity 6.3 (6000.3) on a Mac for any task: batch mode and -executeMethod jobs, a running editor (the user's GUI editor or a headless one), the Unity CLI…
Scenario Unity Expert is an agent skill from scenario-labs/skills. Use when an agent drives Unity 6.3 (6000.3) on a Mac for any task: batch mode and -executeMethod jobs, a running editor (the user's GUI editor or a headless one), the Unity CLI and com.unity.pipeline, MCP servers, the Test Framework, command-line builds; when a batch run fails silently, 'Scripts have compiler errors', a capture comes back black or pink, or a result must be proven with numbers and a frame; or when a Unity brief must go to the right scenario-unity- specialist.
Its SKILL.md is about 5.2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 23 other files, including scripts and reference files (for example `references/gui-paths.md`, `references/live-channels.md` and `references/procedures.md`).
It sits in Game Development, covering Game development and MCP servers. It works with Model Context Protocol. 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 f6f8ab7. 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 9 files in scripts/ (C# and Python, 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 Expert loads about 5.2k tokens when it runs, and up to ~48k if it reads all its reference files. Until then it costs about 126 tokens; SKILL.md has 2,099 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 f6f8ab7, republished under its MIT licence (© scenario-labs). 2,099 words, ~5,208 tokens.
.claude/skills/scenario-unity-expert/SKILL.md (or your agent's skills folder). This skill also uses 20 other files; get the full folder from GitHub.Expert Unity work is a loop run against numbers: set the budget, build one stage, measure it, look at it, fix it, then advance. An agent without a mouse gets there by choosing the right channel for each action, editing through serialization with explicit saves, and never trusting its own eyes alone. This skill is that protocol, the shared toolkit every scenario-unity-* skill imports (scripts/), and the map of the team. Target: Unity 6000.3.21f1 (6.3 LTS), URP 17.3, macOS Apple Silicon. 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.
Status (2026-09-24, after blind grading and the refactor): every toolkit function ran in Unity 6000.3.21f1 here (tests/code/unity-expert/run_all.sh --live --builds; results in archive/tests/unity-expert/live_results.jsonl). Every call from before the refactor is unchanged.
ut_live), never hand-edit .unity/.prefab/.asset YAML: wrong fileIDs, invisible until reimport, easy to hit the wrong scene (Unity's unity-cli skill).AGENT_RESULT envelope and the log scan, not on "it exited". A compile error in ANY assembly aborts every batch job with "Scripts have compiler errors" (observed; the live editor's twin is Safe Mode, which also blocks com.unity.pipeline).ut_review.image_checks and a contact sheet you open. Epic's lighting agent approved an all-white frame (scenario-unreal-expert sources); here batch captures showed first-frame white materials, culled 2D lights, bind poses, no Overlay UI and black metals (observed by the team): anything wrong only in an Editor capture is re-checked in a player first. Agent-built levels come out "90%" done, a shelf in front of a door (Code Monkey, ppFshgFOgXU [00:10:52]).-buildTarget/-activeBuildProfile at launch, one process per target. The editor reopens on the last active platform (observed): pin it.eval to explore, a named job for anything repeated: "A written command turns that workflow into something deterministic and repeatable" (DgNrgZeJOxQ [00:07:41]); generic run-command tools drift (git-amend, VPjo-M6mPkE [00:03:54]).-runTests never with -quit.AnimatorController API, UXML/USS text, TerrainData) or name the human path.| Channel | Use for | Cost (measured here) | Rules |
|---|---|---|---|
Batch job ut_run.run_method | anything when no editor holds the project | 6 to 13 s per job (editor boot included) | -nographics by default; graphics=True for captures, bakes (never bake with -nographics), profiling; quit=False for async jobs; an editor that hangs after its result is ended by PID (grace, 10 s) |
Resident headless editor + AgentKit bridge ut_live.start_headless, call | many calls in a row | boot 5 to 20 s once, then 0.1 to 0.5 s per call | holds the project and a license seat; stop_headless |
User's GUI editor + AgentKit bridge ut_live.call, eval | the user has the project open | same code path as headless (not run: no GUI windows during tests) | the user may need to focus Unity once so it compiles AgentKit; never re-open the user's scene without asking; save what you change |
Unity CLI + com.unity.pipeline ut_live.cli_*, eval (auto) | fastest live channel: 151 commands, Roslyn eval with no domain reload | eval 0.03 to 0.15 s after a 0.5 to 1.1 s first call | CLI 1.0.0-beta.11 (portable copy), package 0.7.0-exp.1 installed before the editor opens; blocked by Safe Mode, possibly by a sandbox |
| MCP | only unity mcp or a vetted community server | Unity's AI Assistant MCP server is deprecated ("Use the Unity CLI instead") | |
Test Framework ut_run.run_tests | EditMode and PlayMode verdicts, content validation | about 14 s per platform | NUnit XML parsed; exit 2 when a test failed (observed) |
ut_live.channel(P) picks batch, bridge, pipeline, or blocked (ask the user). "Can't connect" does not prove the editor is closed: rule out Safe Mode and a sandboxed shell first (unity-cli skill).
Ask once, then run: target platforms and device class; frame budget (default 60 fps desktop, 30 fps mobile at 65%); 2D or 3D; pipeline (default URP 17.3, HDRP only for high-end PC or console); quality tiers; art style; whether the user's editor has the project open; deliverable. Then ut_env.preflight(P) and AgentJob.Echo; write what they report (pipeline asset, color space, active target, quality level, Enter Play Mode setting, input handler, scripting backend) into the plan.
Echo job). GATE: ok, zero compile errors, zero new CS0618 warnings.AgentAudit.AuditScene/AuditAssets; captures of fixed bookmarks (AgentCapture.SaveBookmark); a Play-mode profile if performance matters. GATE: audit errors fixed or listed; contact sheet opened.references/writing-jobs.md): get-or-create, serialized edits, explicit saves. Route domain work to the owner (below).AgentProfile.PlayModeTimings + ut_stat.budget_check, or the build summary. GATE: numbers against the brief.ut_review.review_capture, open the sheet, judge with the domain skill's critique. GATE: no blank or magenta frame, saturation not collapsed, the change visible.ut_review.compare and ut_stat.compare_frames prove parity or gain.references/toolkit-map.md), then Verified (what ran, job id, number or frame) and Assumed (not run, [verify], defaults). Never call a scene, shader, level or build done without numbers and a frame you looked at.| Value | Relative to | Source |
|---|---|---|
| 16.67 / 33.33 ms | frame budget at 60 / 30 fps | profiling e-book |
| x 0.65 | mobile sustained budget (10.8 ms at 60, 21.7 at 30) | profiling and mobile e-books |
| 6 to 13 s | one batch job on this project, editor boot included | observed |
| about 14 s | one run_tests platform run (EditMode 2 tests, PlayMode 1 test) | observed |
| 60 s (12 s incremental), 114.7 MB | macOS Mono player build of the demo scene (universal) | observed |
| 259 s (25 s incremental), 12.2 MB | Web build (IL2CPP, Brotli) of the same scene | observed |
| 0.1 to 0.5 s / 0.03 to 0.15 s | live call through the AgentKit bridge / Pipeline eval (two runs) | observed |
| 30 days | Personal license offline window (license_ok() reads it) | observed + Unity support FAQ |
| 10 s / 120 s | grace before ut_run ends a silent editor after its result with / without a shutdown line | toolkit default |
ok plus compile_errors == []; audit counts.error == 0; NUnit failed == 0 and total > 0; budget_check verdict pass (warn needs a reason); gc_check in a development player; build_summary result Succeeded, size within budget; lock state recorded.image_checks (no all_white, all_black, uniform, magenta) and was opened; before/after from the same bookmarks.references/routing-handoffs.md section 6): the same build_target on every stage; p95 AND worst frame, before and after as two captures of about 200 frames (YOtDVv5-0A4 [00:17:00]); the verdict from a development player on the target device class (ZkvK0mX-id4 [00:10:27]); one development-build run before code is done (only those catch off-main-thread Unity calls); size on the shipped output; the scene list checked before each build; expected errors LogAssert.Expected.| Mistake | What it looks like | Fix |
|---|---|---|
| batch job on a project the GUI editor holds | refused, or a corrupted Library | ut_live (the toolkit raises ProjectLockedError) |
-quit with -runTests | no XML, no verdict | ut_run.run_tests (never passes it) |
captures or bakes with -nographics | empty frames, "no graphics device", no lightmaps | graphics=True |
| switching platform or defines inside a job, or pinning the target only on the build | old target or defines; textures re-imported per stage | build_target= on every stage, or two invocations |
GetComponent<T>() ?? AddComponent<T>(), ?. on Unity objects | nothing added, MissingComponentException next (fake null, measured) | explicit == null or TryGetComponent |
AgentJob.List("k") ?? defaults | the defaults never apply (empty list, not null) | AgentJob.ListOrNull("k") ?? defaults, TryList, Has |
sizing a build from BuildReport totalSize | gigabytes: IL2CPP's do-not-ship folder counted | build_summary (output on disk) |
| trusting "Access token is unavailable" as a license failure | false alarm | the refusal line is "No valid Unity Editor license found" |
| hand-editing scene YAML while an editor is open | change invisible or lost | live job, then AgentBridge.SaveAll |
| killing Unity by name | other agents' editors die | stop by PID only (stop_headless, the grace timeout) |
Route by owner: scenario-unity-architecture (code, save data, input), scenario-unity-world-building (terrain, blockout, streaming), scenario-unity-rendering-lighting (pipeline, lighting, post), scenario-unity-shaders (HLSL, Shader Graph, renderer features), scenario-unity-vfx (VFX Graph, particles), scenario-unity-animation (Animator, Timeline, Cinemachine), scenario-unity-2d (sprites, tilemaps, 2D lights), scenario-unity-ui (uGUI, UI Toolkit), scenario-unity-gameplay (physics, AI, netcode, audio), scenario-unity-pipeline-automation (imports, Addressables, CI, builds), scenario-unity-performance (profiling, memory, batching), scenario-unity-mobile (Android, iOS, stores), scenario-unity-web (Web builds, servers, WebGPU). Full keyword table, persona chains and the handoff packet: references/routing-handoffs.md. Items that fell between two skills in blind grading (PSO warm-up, GPU Resident Drawer, VFX shaders, NavMesh through doors, foot sliding, uGUI over UI Toolkit, web fonts, stripping, Addressables duplication, static state) have ONE owner and a proof in its seams table: put both in the brief. Every packet carries project and channel, brief in numbers, what was done with its Unity calls, evidence (audit JSON, contact sheet with flags, CSV verdict, NUnit totals, build summary), Verified, Assumed, open issues, fence. The receiver reproduces one piece of evidence before building on it.
references/unity-6.3-traps.md)_CLUSTER_LIGHT_LOOP replaces _FORWARD_PLUS.FindObjectsByType<T>(FindObjectsSortMode.None); Rigidbody.linearVelocity/linearDamping; [SerializeField] only on fields; Lightmapping.TryGetLightingSettings (the getter throws when unassigned, observed).SubsystemRegistration, unsubscribe on ExitingPlayMode); -createProject without a template is Built-in.Object.Destroy already calls OnDisable on every level of the hierarchy on 6000.3.21f1 (observed; the deltas say direct children only before 6.4): unregister in OnDisable and, idempotently, in OnDestroy.IPreprocessBuildWithContext over ...WithReport; an EditorUserBuildSettings change on an active platform profile hits all platform profiles; profile texture compression lives in Library/.Client.Add installed 3.1.7 (observed); IAP 4.15.1 and LevelPlay 8.10.1 lag the docs (IAP 5, LevelPlay 9)./Applications/Unity/Hub/Editor/6000.3.21f1/Unity.app/Contents/MacOS/Unity; Hub modules (Web, iOS, Android) in .../6000.3.21f1/PlaybackEngines/; Xcode 26.6 meets the App Store rule.ut_env.license_ok()); the toolkit uses a portable, checksum-verified CLI (references/live-channels.md).<Product>_BurstDebugInformation_DoNotShip. Never kill an editor you did not start.scripts/; exact API in references/toolkit-map.md)import sys; sys.path.insert(0, "<scenario-unity-expert>/scripts").
ut_env (editor, license, base_project, install_agentkit, lock rule, preflight); ut_run (run_method(project, method, args=None, timeout=1800, graphics=False, quit=True, build_target=None, grace=None, result_grace=None), run_tests, build, scan_log); ut_live (bridge, headless editor, CLI, Pipeline eval); ut_review (image_checks, compare, contact_sheet, review_capture); ut_stat (budget_check, summarize_csv, compare_frames, build_summary).scripts/AgentKit/): AgentJob (List/Dict never null; TryList, ListOrNull for missing keys), AgentCapture (warms materials and 2D lights), AgentAudit, AgentBuild, AgentProfile, AgentBridge, AgentJson.references/toolkit-map.md: the Unity call behind every toolkit function; the report format (Verified, Assumed).references/writing-jobs.md: how domain skills write AgentKit jobs (skeleton, rules, async jobs, findings).references/live-channels.md: bridge, headless editor, Unity CLI and com.unity.pipeline, MCP, sandbox and Safe Mode.references/unity-6.3-traps.md: traps observed by the lead and the writers, documented 6.3 facts, deltas corrections, first-run checklist.references/routing-handoffs.md: routing, seams, persona chains, handoff packet, acceptance checks, verification habits.references/procedures.md: the lead's nine procedures, each with its live test and result.references/gui-paths.md: windows and menus for the same tasks.references/sources.md: every source with credentials, URLs, timestamps; revision history.© 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 20 other files (scripts, references) in skills/game-engines/unity/scenario-unity-expert of scenario-labs/skills.
Open the folder on GitHubat commit f6f8ab7
Scenario Unity Expert 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 Expert this skillscenario-labs/skills | 946 | — | ~5.2k | Automated safety check: Pass | MIT | |
| Unreal Blueprint Authoringflopperam/unreal-engine-mcp | 1.1k | — | ~1.6k | Automated safety check: Pass | None | |
| MCP DriverRandallLiuXin/GodotMaker | 550 | 1 repos | ~1.1k | Automated safety check: Pass | Custom licence | |
| Unity PluginTomLeeLive/openclaw-unity-plugin | 107 | — | ~5.1k | Automated safety check: Pass | Apache-2.0 | |
| Roblox Gamebrockmartin/roblox-game-skill | 203 | — | ~1.3k | Automated safety check: Pass | None | |
| Unreal Engine MCPEpicGames/unreal-engine-skills-for-claude-code-plugin | 338 | — | ~1.8k | Automated safety check: Pass | MIT |
flopperam/unreal-engine-mcp
Walks an agent through creating and editing Unreal Engine Blueprints with the Flopperam MCP's bp_* tools, from inspection to commit and verification.
RandallLiuXin/GodotMaker
Runtime debugging and live project inspection via godot-mcp.
TomLeeLive/openclaw-unity-plugin
Control Unity Editor via OpenClaw Unity Plugin. An agent skill from TomLeeLive/openclaw-unity-plugin.
brockmartin/roblox-game-skill
Expert Roblox game development companion — Luau, Roblox Studio, MCP integration, simulator, tycoon, obby, RPG, horror, battle royale, game design, security, performance.
EpicGames/unreal-engine-skills-for-claude-code-plugin
Drives a live Unreal Editor through the unreal-mcp server: spawn actors, edit Blueprints, materials and sequences, change properties and trigger Live Coding.
flopperam/unreal-engine-mcp
Guides scene and world building in Unreal Engine through the Flopperam MCP: placing actors, sculpting landscapes, scattering foliage, editing materials and verifying the level.
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 creating a ChatGPT pet or Codex pet with Scenario: hatching an animated companion from a text idea, a character, mascot or brand cue, or reference photos and art; making…
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…
Works with
Categories
A skill your agent uses when an agent drives Unity 6.3 (6000.3) on a Mac for any task: batch mode and -executeMethod jobs, a running editor (the user's GUI editor or a headless one), the Unity CLI…. Scenario Unity Expert is an agent skill from scenario-labs/skills.pipeline, MCP servers, the Test Framework, command-line builds; when a batch run fails silently, 'Scripts have compiler errors', a capture comes back black or pink, or a result must be proven with numbers and a frame; or when a Unity brief must go to the right scenario-unity- specialist.
Scenario Unity Expert fits situations like: an agent drives Unity 6.3 (6000; on a Mac for any task: batch mode and -executeMethod jobs; A running editor (the users GUI editor; A headless one).
Run `npx skills add scenario-labs/skills --skill scenario-unity-expert -a claude-code`. Or copy the skill folder (skills/game-engines/unity/scenario-unity-expert in scenario-labs/skills) into .claude/skills/scenario-unity-expert in your project. Claude Code loads it when a task matches its description.
Run `npx skills add scenario-labs/skills --skill scenario-unity-expert -a codex`. Or copy the skill folder (skills/game-engines/unity/scenario-unity-expert in scenario-labs/skills) into .agents/skills/scenario-unity-expert 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-expert -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-expert, .gemini/skills/scenario-unity-expert, .github/skills/scenario-unity-expert and .opencode/skills/scenario-unity-expert in your project.
Going by SKILL.md and its folder, Scenario Unity Expert needs C# and Python for the scripts in its folder and the command-line tools its instructions call (npx). Our summary lists: Python 3; 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 Expert is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 5.2k tokens (SKILL.md is roughly 21k 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 43k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Scenario Unity Expert: Unreal Blueprint Authoring (flopperam/unreal-engine-mcp, 1.1k stars), MCP Driver (RandallLiuXin/GodotMaker, 550 stars), Unity Plugin (TomLeeLive/openclaw-unity-plugin, 107 stars) and Roblox Game (brockmartin/roblox-game-skill, 203 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 946 GitHub stars. The repository holds 146 skills in this directory. The repository was last updated on October 10, 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.