Agent skill

Scenario Unity Mobile

by scenario-labs in scenario-labs/skills

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…

MITAuto-check passedGame Development

Install Scenario Unity Mobile

skills CLI
$ npx skills add scenario-labs/skills --skill scenario-unity-mobile -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install scenario-labs/skills scenario-unity-mobile --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ 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-src

Use ~/.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/

Facts

Skill name
scenario-unity-mobile
GitHub stars
946
Token cost
~4.6k tokens
SKILL.md length
2,037 words
Files
29 (incl. scripts, references)
Skills in repo
146
Repo updated
First seen
Licence
MIT

At a glance

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…

  • Works in 8 steps: Budget the sustained frame, not the… → Check the effective format, then lock… → Mobile URP is not PC URP with a lower… → …
  • A Unity 6.3 game targets Android
  • SKILL.md covers Stance (the expert delta), Establish first, Workflow and Numbers, plus 5 more sections
  • Runs C# scripts from its folder; calls npx

What it does

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.

When your agent uses it

  • A Unity 6.3 game targets Android
  • IOS: phone frame budget
  • Overheating after 20 minutes
  • My game stutters on phones

Example prompts

  • “my game stutters on phones”
  • “Android build fails”
  • “/scenario-unity-mobile”

Requirements

  • Node.js

Workflow steps

8 steps, taken from the first numbered list in SKILL.md.

  1. Budget the sustained frame, not the peak. About 65% of 1000/fps (10.8 ms at 60, 21.7 ms at 30), judged on p95 and max, on the lowest…
  2. Check the effective format, then lock the rule. A texture the GPU cannot sample is decompressed to RGBA32 on the CPU (6.3 Manual); an HDR…
  3. Mobile URP is not PC URP with a lower slider. Depth Priming Disabled (unsupported on Android, iOS and TBDR), Native RenderPass on, Depth…
  4. Release builds are reproducible from the environment. Unity never stores keystore passwords: set them in the build process from env vars…
  5. The Android main thread and the splash are shared budgets. Most game ANRs happen while backgrounding: nothing heavy in OnApplicationPause…
  6. Money code is idempotent. Validate, grant, then ConfirmPurchase; dedupe by transaction id in flight and persisted; pending orders from…
  7. Touch is events and virtual devices; the HUD lives in one safe-area panel. EnhancedTouch, never Touchscreen.current in Update; on-screen…
  8. SDKs and stores are contracts. Consent answered before the first ad request, ad SDK init after the first milestone, nothing monetized in…

What it can do on your machine

Read from SKILL.md and the folder at commit f6f8ab7. It shows what the files ask for, not the result of running them.

  • Tool permissions

    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.

  • Runs code

    Ships 10 files in scripts/ (C#, from the files we listed), which the agent can run.

    Shell commands in SKILL.md call:

    • npx

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    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.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

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.

Always · name and description, kept in context so the agent knows when to use it
~125
When it runs · the whole SKILL.md, loaded when a task matches
~4.6k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~39k

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.

Safety

Auto-check passed

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.

SKILL.md

The full file from scenario-labs/skills at commit f6f8ab7, republished under its MIT licence (© scenario-labs). 2,037 words, ~4,630 tokens.

Download SKILL.mdSave it as .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.
name
scenario-unity-mobile
description
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.
license
MIT

Unity mobile (mobile specialist)

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/.

Stance (the expert delta)

  1. Budget the sustained frame, not the peak. About 65% of 1000/fps (10.8 ms at 60, 21.7 ms at 30), judged on p95 and max, on the lowest phone, short bursts, 10 to 15 minutes of cooldown; assume vsync, so a missed refresh halves the rate (Unity mobile e-book). Under heat, lower render scale first only when the GPU is the bottleneck: resolution barely helps a CPU-bound frame (6.3 Manual). Prove the policy with synthetic thermal events, not a hot phone (d5O4Uw6gPBI [00:04:21]). Editor timings are relative; draw and SetPass counts are the stable Editor evidence (observed).
  2. Check the effective format, then lock the rule. A texture the GPU cannot sample is decompressed to RGBA32 on the CPU (6.3 Manual); an HDR map without an ASTC HDR override imported as ETC2_RGBA8 (observed). ASTC 4x4 UI and faces, 6x6 default, 8x8 big environment maps [added]; crunch does nothing on ASTC. Audio: WAV sources, mono SFX at 22,050 Hz at most, ADPCM under 200 KB, Streaming only above about 400 KB (e-book). An AssetPostprocessor keeps new assets compliant (Unity Enterprise Support, j4YAY36xjwE [00:19:07]).
  3. Mobile URP is not PC URP with a lower slider. Depth Priming Disabled (unsupported on Android, iOS and TBDR), Native RenderPass on, Depth and Opaque textures off unless sampled, HDR off or 32-bit, soft shadows off, Store Actions Auto or Discard (6.3 Manual). One URP asset per Quality tier; a batch editor launched for Android still reported Quality "PC" (observed; same trap in 2J0kDtUGlrY [frame 00:10:28]).
  4. Release builds are reproducible from the environment. Unity never stores keystore passwords: set them in the build process from env vars; Google refuses the debug keystore (6.3 Manual; LlamAcademy, GTaXWgKz0e8 [00:06:24]). Development Build off, symbols in the bundle from the first upload: Play never symbolicates crashes received before the symbols (6.3 Manual). Check the built bundle, not the settings.
  5. The Android main thread and the splash are shared budgets. Most game ANRs happen while backgrounding: nothing heavy in 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).
  6. Money code is idempotent. Validate, grant, then 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.
  7. Touch is events and virtual devices; the HUD lives in one safe-area panel. EnhancedTouch, never 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).
  8. SDKs and stores are contracts. Consent answered before the first ad request, ad SDK init after the first milestone, nothing monetized in the first 10 to 15 minutes, offers when the player is stuck (Creauctopus, ILv7GzDgteQ [00:01:58], [00:09:00]); SKAdNetworkItems and every SDK's privacy manifest on iOS, AD_ID on API 33+ (LevelPlay docs; 6.3 Manual), the ATT text when you track [added]; Data safety answered from the SDK vendors' guides; one internal-track upload before IAP products can exist (GTaXWgKz0e8 [00:09:06]; UXl_C3ZnRLc [00:02:28]). 6000.3.21f1 defaults to IAP 4.15.1 and LevelPlay 8.10.1: pin 5.4.3 and 9.5.1 first.

Establish first

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.

Workflow

  1. Baseline. 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.
  2. Tiers and thermals. 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.
  3. Assets. 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.
  4. Input and UI. SafeAreaFitter, BuildTouchHud, FloatingTouchStick. GATE: SafeAreaTests and TouchInputTests pass; CaptureSafeArea fitted HUD clear, naive HUD blocked.
  5. Frame budget. AgentProfile.PlayModeTimings per tier, budget_verdict(csv, fps); DeviceSoakLogger goes into the development build. GATE: sustained verdict pass; device soak listed as Assumed.
  6. Monetization. Pin packages; logic in 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.
  7. Android release. 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.
  8. iOS release. Privacy manifest in 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.
  9. Device and store hand-over. Soak CSV judged by 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).
Show full SKILL.md (893 more words)Show less

Numbers

ValueRelative toSource
16.67 / 10.83 ms, 33.33 / 21.67 msraw / sustained (65%) budget at 60 and 30 fpse-book
10 to 15 min; 20 to 30 mincooldown between device captures; soak lengthe-book; [added]
up to 1 ms CPUeach enabled camera on low-end mobilee-book
8 to 0.89 bppASTC 4x4 to 12x126.3 Manual
< 200 KB / > 350 to 400 KB; 22,050 Hzaudio load type buckets; mobile SFX sample rate ceilinge-book
200 MB / 100 MBAAB 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+ pagesversion deltas
API 25 / 366.3 minimum / Play target since 2026-08-31 (6.5 raises the minimum to 26)version deltas
iOS 15, A8; Xcode 26 + iOS 26 SDK6.3 minimum; App Store since 2026-04-28version deltas
5 s (10 s on some Samsung); 128 bytesANR timeout; exit state summarypezwIhA0e04 [00:02:01], [00:42:13]
3 daysGoogle refunds an unacknowledged purchaseIAP 5 docs
10 to 15 min; every 3 minmonetization-free start; interstitial interval after a milestoneILv7GzDgteQ (heuristics)
54998 to 55511outbound ports for iOS remote profiling6.3 Manual
0.125 to 0.925default Gamepad stick deadzone applied to on-screen stick valuesobserved

Quality gates

  • Measurable: every audit at 0 errors (warns justified); 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.
  • Visual: tier and safe-area captures pass image_checks and were opened; before/after blur check for every Max Size drop.

Common mistakes

MistakeWhat it looks likeFix
profiling against 16.7 ms in the Editorfine on the Mac, throttles after 10 minutes on a phone65% budget, device soak, p95/max
PC Quality level on the mobile targetcaptures use PC_RPAsset, or a PC level shipsApplyTiers (exclude PC), SetEditorQuality
thermal response by resolution on a CPU-bound gameblurrier, barely fasterrender scale only when GPU-bound; lodBias, shadows
RGBA32 override; HDR map without ASTC HDR5.3 MB for 1024 px; HDR imported as ETC2_RGBA8FixTextures, check ImportedFormats
streaming small clips; music Decompress On Load200 KB overhead per stream; whole PCM in memoryFixAudio (buckets by size)
keystore set once in the GUInext batch build fails, or ships debug-signedenv vars read by BuildAndroid
Development Build uploaded; symbols uploaded lateupload fails; early crashes never symbolicatedaab_findings; symbols in the first bundle
Gradle edits in IPostGenerateGradleAndroidProjectstale outputs from incremental buildsAndroidProjectFilesModifier (custom modules) or a clean build
saves in OnApplicationPause; SDKs in the first AwakeANRs on pause; slow start under the splashcheckpoints; stagger SDK init; AuditStartup
IAP 4 code on IAP 5; LevelPlay 8 folders leftcompile errors; pre-9 SDK files beside the 9.x packagepin packages, package_check
OnPurchaseConfirmed read as successa FailedOrder silently lostretry with the kept PendingOrder
attribution SDK blind after IAP 5iOS revenue missing, no errorOnAppleJws, then a device purchase
reward granted in OnAdClosed; test suite left inmissing rewards; validation calls in releaseRewardGate; code_scan
HUD anchored to the canvas; Simulator taken as proofbuttons under the notch; multitouch untestedSafeAreaFitter; device check
hiding the HUD when any Gamepad connectsthe HUD hides itself: its own on-screen controls add a virtual GamepadTouchControlsVisibility (skips the OnScreen usage)
a declared privacy categoryUnity's reasons for it dropped (0A2A.1, observed)write_privacy_manifest keeps the union
BuildReport.summary.totalSize as Android size789.8 MB for a 53.9 MB AAB (observed)aab_facts, bundletool get-size total

Handoffs

  • Receives: scenes, prefabs and budgets from scenario-unity-expert; UI layouts from scenario-unity-ui (applies the safe-area panel and touch HUD); shaders from scenario-unity-shaders (variants, depth/opaque texture use); content from scenario-unity-world-building and scenario-textures (import policy).
  • Delivers: tier assets and URP findings to scenario-unity-rendering-lighting; profiling CSVs and device capture requests to scenario-unity-performance; build jobs, keystore and env conventions to scenario-unity-pipeline-automation (CI); input bindings to scenario-unity-architecture; web size or browser work to scenario-unity-web. Packet: audits JSON, contact sheets, aab_facts and gates, xcode_facts and gates, NUnit totals, Verified and Assumed lists, the device and store checklist.

Unity 6.3 notes

  • Target API 36 for Play since 2026-08-31; min API 25 (26 in 6.5); Gradle 9.1.0 / AGP 9.0.0 in 6000.3.17f1+; GameActivity is the default entry point. The 6000.3.21f1 URP template ships Target API Automatic, APK output and a placeholder package id (observed): set all three. Engine libraries are 16 KB aligned (observed).
  • 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.
  • After QualitySettings.SetQualityLevel, GraphicsSettings.currentRenderPipeline still returned the previous asset that frame (observed): read QualitySettings.renderPipeline.
  • App Store needs Xcode 26 and the iOS 26 SDK; 6.4 moves runtime libraries into UnityRuntime.framework (re-check post-process scripts). PVRTC removed in 6.4.
  • Adaptive Performance is a core feature (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

© 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

Files

SKILL.md and 28 other files (scripts, references) in skills/game-engines/unity/scenario-unity-mobile of scenario-labs/skills.

  • SKILL.md
  • references/critique.md
  • references/expert-notes.md
  • references/gui-paths.md
  • references/procedures.md
  • references/sources.md
  • scripts/AgentKit/Mobile/MobileAudio.cs
  • scripts/AgentKit/Mobile/MobileBuild.cs
  • scripts/AgentKit/Mobile/MobileImportRules.cs
  • scripts/AgentKit/Mobile/MobileStartup.cs
  • scripts/AgentKit/Mobile/MobileTextures.cs
  • scripts/AgentKit/Mobile/MobileTiers.cs
  • scripts/AgentKit/Mobile/MobileUi.cs
  • scripts/AgentKit/Mobile/MobileXcodePostprocess.cs
  • scripts/Runtime/AgentKit.Mobile.Runtime.asmdef
  • scripts/Runtime/AndroidDiagnostics.cs
  • … and 13 more

Open the folder on GitHubat commit f6f8ab7

Compare with similar skills

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.

Scenario Unity Mobile compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Scenario Unity Mobile this skillscenario-labs/skills946—~4.6kAutomated safety check: PassMIT
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Remote Installericodesign/remote-installer107—~4kAutomated safety check: PassMIT
React Native ExpertJeffallan/claude-skills12k—~1.7kAutomated safety check: PassMIT
Streamadrianhajdin/react-native-lingua152—~1.9kAutomated safety check: PassNone
Eas Simulatorexpo/skills2.7k—~6.6kAutomated safety check: NotesMIT

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Works with

Questions about Scenario Unity Mobile

What does Scenario Unity Mobile do?

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.

When should I use Scenario Unity Mobile?

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.

How do I install Scenario Unity Mobile in Claude Code?

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.

How do I install Scenario Unity Mobile in Codex?

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.

Can I use Scenario Unity Mobile in Cursor, Gemini CLI or GitHub Copilot?

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.

What does Scenario Unity Mobile need to run?

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.

Does Scenario Unity Mobile access the network?

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.

Is Scenario Unity Mobile safe to install?

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.

What licence does Scenario Unity Mobile use?

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.

How many tokens does Scenario Unity Mobile use?

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.

What are the alternatives to Scenario Unity Mobile?

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.

Who maintains Scenario Unity Mobile?

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.