Mobile Development
jame581/GodotPrompter
A skill your agent uses when targeting Android/iOS — export and signing, permissions, plugins, in-app purchases, ads, app lifecycle, device features, and mobile performance
A skill your agent uses when a Unity 6.3 game targets Android or iOS: phone frame budget, overheating after 20 minutes, 'my game stutters on phones', ASTC or ETC2 textures, audio import, URP mobile…
$ npx skills add scenario-labs/skills --skill scenario-unity-mobile -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install scenario-labs/skills scenario-unity-mobile --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-mobile .claude/skills/scenario-unity-mobile && 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-mobile" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-mobile into .claude/skills/scenario-unity-mobile/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-mobile", 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-mobileType 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-mobile -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install scenario-labs/skills scenario-unity-mobile --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-mobile .agents/skills/scenario-unity-mobile && 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-mobile" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-mobile into .agents/skills/scenario-unity-mobile/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-mobile", 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-mobile -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install scenario-labs/skills scenario-unity-mobile --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-mobile .cursor/skills/scenario-unity-mobile && 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-mobile" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-mobile into .cursor/skills/scenario-unity-mobile/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-mobile", 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-mobile--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-mobile -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install scenario-labs/skills scenario-unity-mobile --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-mobile .gemini/skills/scenario-unity-mobile && 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-mobile" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-mobile into .gemini/skills/scenario-unity-mobile/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-mobile", 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-mobileInstalls 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-mobile -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-mobile .github/skills/scenario-unity-mobile && 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-mobile" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-mobile into .github/skills/scenario-unity-mobile/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-mobile", 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-mobile -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-mobile --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-mobile .opencode/skills/scenario-unity-mobile && 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-mobile" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-mobile into .opencode/skills/scenario-unity-mobile/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-mobile", 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-mobileA skill your agent uses when a Unity 6.3 game targets Android or iOS: phone frame budget, overheating after 20 minutes, 'my game stutters on phones', ASTC or ETC2 textures, audio import, URP mobile…
Scenario Unity Mobile is an agent skill from scenario-labs/skills. Use when a Unity 6.3 game targets Android or iOS: phone frame budget, overheating after 20 minutes, 'my game stutters on phones', ASTC or ETC2 textures, audio import, URP mobile settings, touch controls, on-screen joystick, UI under the notch or safe area, slow startup, ANRs, 'Android build fails', AAB, keystore signing, target API 36, Google Play upload, iOS Xcode export or archive, privacy manifest, app size, in-app purchases (IAP 5), rewarded ads (LevelPlay), ad consent.
Its SKILL.md is about 4.6k tokens, which your agent loads only when the skill is triggered. The skill folder holds 33 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 Game development, iOS development and Mobile performance. It works with Xcode, Android and iOS. 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 10 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 Mobile loads about 4.6k tokens when it runs, and up to ~39k if it reads all its reference files. Until then it costs about 125 tokens; SKILL.md has 2,037 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). 2,037 words, ~4,630 tokens.
.claude/skills/scenario-unity-mobile/SKILL.md (or your agent's skills folder). This skill also uses 28 other files; get the full folder from GitHub.Expert mobile work means a game that holds its frame rate after twenty minutes on a three-year-old phone, starts fast, installs from the store, and never double-charges or double-grants. The stance: budget the sustained frame, prove every setting on the data the device gets (imported format, built bundle, exported Xcode project), and treat stores, SDKs and money code as contracts with ugly event orders. Target: Unity 6000.3.21f1, URP 17.3, Input System 1.20, macOS with Xcode 26.6. 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). Toolkit: scripts/ut_mobile.py (imports ut_env, ut_run, ut_stat), editor jobs in scripts/AgentKit/Mobile/, player code in scripts/Runtime/.
AssetPostprocessor keeps new assets compliant (Unity Enterprise Support, j4YAY36xjwE [00:19:07]).OnApplicationPause, SDK init staggered after milestones, symbols shipped; read the signature, the previous exit reason on next launch, and exclude low-revenue devices that dominate ANRs (Unity Android team, pezwIhA0e04 [00:27:24], [00:25:12], [00:13:13], [00:41:40], [00:29:02]). The Resources index and first-scene Awake run under the splash (j4YAY36xjwE [00:33:59]); a loader scene reports its real interactive frame with CallReportFullyDrawn (6.3 Manual).ConfirmPurchase; dedupe by transaction id in flight and persisted; pending orders from OnPurchasesFetched go through the same path; a FailedOrder on confirm is retried with the kept order, never regranted; buy only fetched Product objects; never revoke on an empty Google fetch; show the store's localized price; hand jwsRepresentation to attribution SDKs (IAP 5 docs; Unity, szS2KMxZsl4 [00:07:27], [00:09:28], [00:11:38]). Grant rewarded ads in OnAdRewarded whatever the callback order.Touchscreen.current in Update; on-screen controls emit a virtual Gamepad; thumb controls at Constant Physical Size (Input System team, ptvjumIHxYg [00:20:29]). movementRange is a radius (observed). Render outside the safe area on, HUD in a SafeAreaFitter panel (Chema Damak, PLQ4ywB13eg [00:10:53]); UI Toolkit top = Screen.height - safeArea.yMax (proven by test). The Device Simulator is one finger, no performance, no UNITY_IOS, no native plug-ins (6.3 docs).Stores (Play needs an AAB); min-spec device list (GPU family decides ASTC vs ETC2); target fps per tier; download budget; orientation; ad network, IAP products, consent regimes (GDPR, CCPA, child-directed) and whether a backend validates receipts; signing material (keystore path and env var names, Apple team id: the human keeps them); whether a phone is connected (none here: device steps become a hand-over). Defaults: Mobile_High 60 fps and Mobile_Low 30 fps (Low ships, the director promotes), ASTC 6x6, min API 25, target API 36, iOS 15, IL2CPP ARM64, Vulkan then OpenGLES3, Minimal stripping to start.
MobileTiers.AuditRendering, MobileBuild.AuditPlayerSettings, MobileTextures.AuditTextures, MobileAudio.AuditAudio, MobileStartup.AuditStartup, ut_mobile.code_scan(P), ut_mobile.package_check(P), all with build_target="Android". GATE: findings listed, Editor Quality level recorded.MobileTiers.ApplyTiers; MobileTierDirector with PlayMode synthetic Feed events. GATE: AuditRendering 0 errors; per-tier captures opened; the thermal test lowers lodBias and (GPU-bound only) render scale, restores both.FixTextures, FixAudio, AuditMeshes, then ImportedFormats and ImportedAudio per target; import_rules.json for MobileImportRules. GATE: 0 errors and warns, all ASTC, imported sizes down, new assets arrive compliant; captures before and after any Max Size drop.SafeAreaFitter, BuildTouchHud, FloatingTouchStick. GATE: SafeAreaTests and TouchInputTests pass; CaptureSafeArea fitted HUD clear, naive HUD blocked.AgentProfile.PlayModeTimings per tier, budget_verdict(csv, fps); DeviceSoakLogger goes into the development build. GATE: sustained verdict pass; device soak listed as Assumed.PurchaseLedger, RewardGate, AdPacing, AdsInitGate; adapters Iap5Store (validate, price, jws) and LevelPlayAds (privacy flags before init). GATE: MonetizationTests pass, adapters compile against the pinned packages, code_scan and package_check clean.make_keystore, MobileBuild.BuildAndroid with env=keystore_env(ks). GATE: Succeeded; aab_findings 0 errors (not debuggable, 16 KB pages, symbols, AD_ID if ads); bundletool_sizes under budget, else Build Report by size then Play Asset Delivery; passwords not persisted.Assets/Plugins, BuildIos, xcode_facts + xcode_findings. GATE: Succeeded, reasons carried, target GUIDs reported; ios_archive_plan commands (archive, App Store export, thinning report) shown to the human and run only with approval.soak_verdict, native GPU profilers, Android vitals with ANR triage and ExitInfo, sandbox purchase and restore, LevelPlay test suite then removal, Play Console and App Store Connect steps (procedures M13).| Value | Relative to | Source |
|---|---|---|
| 16.67 / 10.83 ms, 33.33 / 21.67 ms | raw / sustained (65%) budget at 60 and 30 fps | e-book |
| 10 to 15 min; 20 to 30 min | cooldown between device captures; soak length | e-book; [added] |
| up to 1 ms CPU | each enabled camera on low-end mobile | e-book |
| 8 to 0.89 bpp | ASTC 4x4 to 12x12 | 6.3 Manual |
| < 200 KB / > 350 to 400 KB; 22,050 Hz | audio load type buckets; mobile SFX sample rate ceiling | e-book |
| 200 MB / 100 MB | AAB base module / APK on Play; also the iOS cellular download limit (200) | 6.3 Manual |
| 16 KB (p_align 0x4000) | every native library's LOAD segments, Android 15+ pages | version deltas |
| API 25 / 36 | 6.3 minimum / Play target since 2026-08-31 (6.5 raises the minimum to 26) | version deltas |
| iOS 15, A8; Xcode 26 + iOS 26 SDK | 6.3 minimum; App Store since 2026-04-28 | version deltas |
| 5 s (10 s on some Samsung); 128 bytes | ANR timeout; exit state summary | pezwIhA0e04 [00:02:01], [00:42:13] |
| 3 days | Google refunds an unacknowledged purchase | IAP 5 docs |
| 10 to 15 min; every 3 min | monetization-free start; interstitial interval after a milestone | ILv7GzDgteQ (heuristics) |
| 54998 to 55511 | outbound ports for iOS remote profiling | 6.3 Manual |
| 0.125 to 0.925 | default Gamepad stick deadzone applied to on-screen stick values | observed |
ImportedFormats all ASTC; NUnit (SafeAreaTests, TouchInputTests, MonetizationTests, TierDirectorTests) failed == 0; budget_verdict sustained pass; aab_findings and xcode_findings 0 errors; bundletool_sizes within budget; code_scan and package_check 0 errors; on device, soak_verdict pass over 20 minutes or more.image_checks and were opened; before/after blur check for every Max Size drop.| Mistake | What it looks like | Fix |
|---|---|---|
| profiling against 16.7 ms in the Editor | fine on the Mac, throttles after 10 minutes on a phone | 65% budget, device soak, p95/max |
| PC Quality level on the mobile target | captures use PC_RPAsset, or a PC level ships | ApplyTiers (exclude PC), SetEditorQuality |
| thermal response by resolution on a CPU-bound game | blurrier, barely faster | render scale only when GPU-bound; lodBias, shadows |
| RGBA32 override; HDR map without ASTC HDR | 5.3 MB for 1024 px; HDR imported as ETC2_RGBA8 | FixTextures, check ImportedFormats |
| streaming small clips; music Decompress On Load | 200 KB overhead per stream; whole PCM in memory | FixAudio (buckets by size) |
| keystore set once in the GUI | next batch build fails, or ships debug-signed | env vars read by BuildAndroid |
| Development Build uploaded; symbols uploaded late | upload fails; early crashes never symbolicated | aab_findings; symbols in the first bundle |
Gradle edits in IPostGenerateGradleAndroidProject | stale outputs from incremental builds | AndroidProjectFilesModifier (custom modules) or a clean build |
saves in OnApplicationPause; SDKs in the first Awake | ANRs on pause; slow start under the splash | checkpoints; stagger SDK init; AuditStartup |
| IAP 4 code on IAP 5; LevelPlay 8 folders left | compile errors; pre-9 SDK files beside the 9.x package | pin packages, package_check |
OnPurchaseConfirmed read as success | a FailedOrder silently lost | retry with the kept PendingOrder |
| attribution SDK blind after IAP 5 | iOS revenue missing, no error | OnAppleJws, then a device purchase |
reward granted in OnAdClosed; test suite left in | missing rewards; validation calls in release | RewardGate; code_scan |
| HUD anchored to the canvas; Simulator taken as proof | buttons under the notch; multitouch untested | SafeAreaFitter; device check |
| hiding the HUD when any Gamepad connects | the HUD hides itself: its own on-screen controls add a virtual Gamepad | TouchControlsVisibility (skips the OnScreen usage) |
| a declared privacy category | Unity's reasons for it dropped (0A2A.1, observed) | write_privacy_manifest keeps the union |
BuildReport.summary.totalSize as Android size | 789.8 MB for a 53.9 MB AAB (observed) | aab_facts, bundletool get-size total |
aab_facts and gates, xcode_facts and gates, NUnit totals, Verified and Assumed lists, the device and store checklist.AndroidProjectFilesModifier edits custom modules only: AndroidProjectFiles.UnityLibraryManifest does not compile in 6000.3.21f1 (observed). LevelPlay 9.5.1 adds AD_ID through its own post-generate hook (read in the source): clean-build after changing that setting.QualitySettings.SetQualityLevel, GraphicsSettings.currentRenderPipeline still returned the previous asset that frame (observed): read QualitySettings.renderPipeline.UnityRuntime.framework (re-check post-process scripts). PVRTC removed in 6.4.UnityEngine.AdaptivePerformance); automatic control only with Android providers.LevelPlay.SetConsent is obsolete in 9.5.1 (LevelPlayPrivacySettings); com.unity.ads is legacy for monetization since 2026-01-31.references/expert-notes.md: principles by source with timestamps, observations, and where sources disagree.references/procedures.md: M1 to M13 as copyable calls, each with its live test and recorded result.references/critique.md: the rubric to judge budgets, tiers, assets, UI, builds, money code and hand-overs.references/gui-paths.md: the same tasks through Unity, Xcode and store consoles.references/sources.md: every source with credentials, URLs, best timestamps, and the 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 28 other files (scripts, references) in skills/game-engines/unity/scenario-unity-mobile of scenario-labs/skills.
Open the folder on GitHubat commit f6f8ab7
Scenario Unity Mobile 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 Mobile this skillscenario-labs/skills | 946 | — | ~4.6k | Automated safety check: Pass | MIT | |
| Mobile Developmentjame581/GodotPrompter | 805 | — | ~3.3k | Automated safety check: Pass | MIT | |
| Remote Installericodesign/remote-installer | 107 | — | ~4k | Automated safety check: Pass | MIT | |
| React Native ExpertJeffallan/claude-skills | 12k | — | ~1.7k | Automated safety check: Pass | MIT | |
| Streamadrianhajdin/react-native-lingua | 152 | — | ~1.9k | Automated safety check: Pass | None | |
| Eas Simulatorexpo/skills | 2.7k | — | ~6.6k | Automated safety check: Notes | MIT |
jame581/GodotPrompter
A skill your agent uses when targeting Android/iOS — export and signing, permissions, plugins, in-app purchases, ads, app lifecycle, device features, and mobile performance
icodesign/remote-installer
Put an iOS or Android build on a real phone or tablet over the air with the remote-installer CLI — it validates the build, opens a temporary HTTPS tunnel, and prints one or more install URLs plus QR…
Jeffallan/claude-skills
Builds React Native and Expo apps for iOS and Android: Expo Router navigation, FlatList tuning, platform-specific code and build error recovery.
adrianhajdin/react-native-lingua
Stream router for Chat, Video, Feeds, and Moderation. An agent skill from adrianhajdin/react-native-lingua.
expo/skills
Run and control a user's app on a remote iOS/Android simulator hosted on EAS cloud.
bladeofgod/flutter-ai-harness
适用:编写或审查 iOS Swift Native Module、Bridge Adapter、Host 接线、Info.plist/Entitlements、SwiftPM 和原生 UI。不适用:Kotlin/Android、Dart Client 或 Wire Contract…
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…
Categories
A skill your agent uses when a Unity 6.3 game targets Android or iOS: phone frame budget, overheating after 20 minutes, 'my game stutters on phones', ASTC or ETC2 textures, audio import, URP mobile…. Scenario Unity Mobile is an agent skill from scenario-labs/skills.3 game targets Android or iOS: phone frame budget, overheating after 20 minutes, 'my game stutters on phones', ASTC or ETC2 textures, audio import, URP mobile settings, touch controls, on-screen joystick, UI under the notch or safe area, slow startup, ANRs, 'Android build fails', AAB, keystore signing, target API 36, Google Play upload, iOS Xcode export or archive, privacy manifest, app size, in-app purchases (IAP 5), rewarded ads (LevelPlay), ad consent.
Scenario Unity Mobile fits situations like: A Unity 6.3 game targets Android; IOS: phone frame budget; overheating after 20 minutes; my game stutters on phones.
Run `npx skills add scenario-labs/skills --skill scenario-unity-mobile -a claude-code`. Or copy the skill folder (skills/game-engines/unity/scenario-unity-mobile in scenario-labs/skills) into .claude/skills/scenario-unity-mobile in your project. Claude Code loads it when a task matches its description.
Run `npx skills add scenario-labs/skills --skill scenario-unity-mobile -a codex`. Or copy the skill folder (skills/game-engines/unity/scenario-unity-mobile in scenario-labs/skills) into .agents/skills/scenario-unity-mobile 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-mobile -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-mobile, .gemini/skills/scenario-unity-mobile, .github/skills/scenario-unity-mobile and .opencode/skills/scenario-unity-mobile in your project.
Going by SKILL.md and its folder, Scenario Unity Mobile 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 Mobile is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 4.6k tokens (SKILL.md is roughly 19k 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 34k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Scenario Unity Mobile: Mobile Development (jame581/GodotPrompter, 805 stars), Remote Installer (icodesign/remote-installer, 107 stars), React Native Expert (Jeffallan/claude-skills, 12k stars) and Stream (adrianhajdin/react-native-lingua, 152 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.