Export Pipeline
jame581/GodotPrompter
A skill your agent uses when exporting and distributing Godot games — export presets, platform settings, CI/CD with GitHub Actions
A skill your agent uses when automating a Unity 6.3 content pipeline or build: importing an art drop (FBX, PNG) with AssetPostprocessor rules and naming conventions, generating prefabs or editing…
$ npx skills add scenario-labs/skills --skill scenario-unity-pipeline-automation -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install scenario-labs/skills scenario-unity-pipeline-automation --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-pipeline-automation .claude/skills/scenario-unity-pipeline-automation && 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-pipeline-automation" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-pipeline-automation into .claude/skills/scenario-unity-pipeline-automation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-pipeline-automation", 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-pipeline-automationType 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-pipeline-automation -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install scenario-labs/skills scenario-unity-pipeline-automation --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-pipeline-automation .agents/skills/scenario-unity-pipeline-automation && 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-pipeline-automation" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-pipeline-automation into .agents/skills/scenario-unity-pipeline-automation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-pipeline-automation", 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-pipeline-automation -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install scenario-labs/skills scenario-unity-pipeline-automation --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-pipeline-automation .cursor/skills/scenario-unity-pipeline-automation && 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-pipeline-automation" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-pipeline-automation into .cursor/skills/scenario-unity-pipeline-automation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-pipeline-automation", 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-pipeline-automation--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-pipeline-automation -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install scenario-labs/skills scenario-unity-pipeline-automation --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-pipeline-automation .gemini/skills/scenario-unity-pipeline-automation && 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-pipeline-automation" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-pipeline-automation into .gemini/skills/scenario-unity-pipeline-automation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-pipeline-automation", 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-pipeline-automationInstalls 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-pipeline-automation -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-pipeline-automation .github/skills/scenario-unity-pipeline-automation && 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-pipeline-automation" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-pipeline-automation into .github/skills/scenario-unity-pipeline-automation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-pipeline-automation", 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-pipeline-automation -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-pipeline-automation --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-pipeline-automation .opencode/skills/scenario-unity-pipeline-automation && 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-pipeline-automation" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-pipeline-automation into .opencode/skills/scenario-unity-pipeline-automation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-pipeline-automation", 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-pipeline-automationA skill your agent uses when automating a Unity 6.3 content pipeline or build: importing an art drop (FBX, PNG) with AssetPostprocessor rules and naming conventions, generating prefabs or editing…
Scenario Unity Pipeline Automation is an agent skill from scenario-labs/skills. Use when automating a Unity 6.3 content pipeline or build: importing an art drop (FBX, PNG) with AssetPostprocessor rules and naming conventions, generating prefabs or editing scenes from script with correct Undo and SetDirty, Addressables groups, labels and content builds, content-validation tests, batch-mode, command-line or CI builds (Build Profiles, GameCI, GitHub Actions, Accelerator), editor tools; or when textures import wrong or reimport every run, a scripted edit vanishes, bundles duplicate assets, a…
Its SKILL.md is about 5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 32 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 and CI/CD. It works with GitHub Actions. 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#, from the files we listed), which the agent can run.
Shell commands in SKILL.md call:
gitnpxFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md. Its commands use git and 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 Pipeline Automation loads about 5k tokens when it runs, and up to ~36k if it reads all its reference files. Until then it costs about 153 tokens; SKILL.md has 1,995 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). 1,995 words, ~4,982 tokens.
.claude/skills/scenario-unity-pipeline-automation/SKILL.md (or your agent's skills folder). This skill also uses 26 other files; get the full folder from GitHub.Expert level here means a pipeline that gives the same result on every machine and every run: rules applied at import time, edits made through serialization, content packed by when it loads, tests that gate the build, and a build that CI runs from a clean checkout. The stance: nothing is done by hand twice, nothing is trusted without a count, a test or a frame, and a second run changes nothing. 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, job protocol, review loop, 6.3 traps). Import its toolkit; this skill adds scripts/ut_pipeline.py and scripts/AgentKit/Pipeline/.
Status (2026-09-24, after the blind-grade refactor): every procedure ran in Unity 6000.3.21f1 on this Mac against a 200-FBX Blender drop: tests/code/unity-pipeline-automation/ (results in archive/tests/unity-pipeline-automation/live_results.jsonl).
OnPreprocess*, GetVersion() bumped on every code change, config declared before it is read (context.DependsOnSourceAsset), no clocks, no dictionary order, no asset writes in callbacks (6.3 Manual; Javier Abud Chavez, S2P9n5U9xVw [00:04:35], [00:19:29]). Proof: -consistencyCheck before trusting a shared cache or CI (Manual). Observed: 12,184 assets checked in 23.5 s; a random-pixel probe texture flagged, 0 of the 593 governed files. A bump or a new postprocessor reimports every asset of that importer type, packages included (1,513 textures).Undo.RecordObject(go) then a move is not undone; RecordObject(go.transform) is. A direct write on a prefab instance reverts at the next prefab update; a ScriptableObject is not saved without SetDirty.StartAssetEditing / StopAssetEditing in try/finally (Abud Chavez [00:30:21]), and SaveAndReimport / ImportAsset inside it too. Count with the AssetDatabase counters, not the log (Abud Chavez [00:26:44]). Observed: two remap passes over 195 FBX, 19.0 s one by one vs 5.1 s batched.Lit.shader. Assign in ordinal order (6.3 Manual, Addressables determinism): 2.9.1 sorts groups and entries by GUID when it saves, but the label table keeps insertion order.LogAssert.Expected (Manual); observed, that includes an import error logged by a reimport inside the test. Never -quit with -runTests._BaseColor/_Normal, a manifest.csv for extra labels.key_by="label"; streaming uses key_by="root".-buildTarget per pipeline run), texture cap per platform, vertex budget, bundle budget per label. Defaults: 1024 px desktop, 512 mobile, 5,000 vertices.addressables_content_state.bin per platform per release.ut_live.channel(P))? Git repo? Accelerator? License: Personal (Hub sign-in only) or paid seat.ut_env.preflight(P); ut_pipeline.install(P). Editor open: the same jobs through ut_live.call or the [CliCommand] tools. Pipeline code a team's tests must call: its own Editor asmdef plus a test asmdef (install_asmdef_template). GATE: Echo ok, zero compile errors (one aborts every batch job).up.scan_drop(drop), same rules JSON. GATE: every reject has a reason; duplicates reject every copy.up.import_drop(P, drop, target=T): changed files into <root>/<Category>/<Name>/, one batch, audit. GATE: accepted = found - rejected; audit errors explained; after a postprocessor change, up.consistency_check(P, target=T) flags nothing under Assets/.up.build_prefabs(P, target=T): URP Lit per prop, keywords by ShaderGUI.ValidateMaterial, FBX remaps with SaveAndReimport inside the batch, Prefab Variants built in a preview scene, saved only when a value changed. GATE: prefabs = accepted - size errors; a rerun rewrites 0 files (git status clean).EditorEditJobs.BuildLineup then AgentCapture.CaptureViews with graphics=True, ut_review.review_capture, open the sheet. GATE: no magenta, black or blank flags; props upright, grounded, in scale.up.assign_addressables(P, "condition", target=T). GATE: implicit_duplicates == 0; up.hard_references(P) ok.up.build_content(P, T): builder index >= 0, ClearCachedData + BuildCache.PurgeCache(false), DoNotBuildWithPlayer, layout read back, state archived. GATE: duplicated assets 0, bytes per label within budget.ut_run.run_tests(P, "EditMode", categories="PipelinePreBuild", extra_args=["-buildTarget", up.cli_target(T)]). GATE: failed 0, total equals the expected asset count.PipelineBuild.CreateBuildProfile with template), ut_run.build(P, T, profile=...), or raw -activeBuildProfile ... -executeMethod AgentKit.Pipeline.PipelineBuild.BuildFromCommandLine. Release: -agentRelease (gate refuses debug defines), clean tree, up.release_ready(repo, app). GATE: AGENT_GATE ok with hard_references 0, BuildReport Succeeded.up.player_smoke(app, label). GATE: loaded assets equal the manifest count; bundles unload after release.up.write_ci(repo): ci/pipeline.sh (one process per stage, the same -buildTarget on each; ACCELERATOR=, CONSISTENCY=1, RELEASE=1) and GitHub Actions files. GATE: passes from a checkout without Library/; license returned if: always(); with Accelerator, the log's cache server= count above 0.| Value | Relative to | Source |
|---|---|---|
| 5.6 to 6.7 s | 593 files copied and imported in one batch | observed |
| 19.0 s vs 5.1 s | two remap passes over 195 FBX (SaveAndReimport), one by one vs in one batch | observed |
| 11 to 12 s | 197 materials, 197 FBX remaps, 196 Prefab Variants, in-editor time | observed |
| 1,717 imports, 52 s / 60 imports | first launch on another platform / switching back (cached artifacts) | observed |
| 1,513 textures, 17 s | reimported by one GetVersion() bump of a do-nothing texture postprocessor | observed |
| 12,184 checked, 23.5 s | -consistencyCheck of this project (7,390 skipped; 2 URP shaders flagged: baseline packages) | observed |
| 0 files | changed by a second full run (import, prefabs, groups) | observed |
| 791 tests, 10 to 16 s | content tests for 196 prefabs, 396 textures, 197 models | observed |
| 13.5 / 12.9 / 4.8 MB | worst label load, category / isolate / condition layouts (3 biomes) | observed |
| 5 | duplicated assets in the category layout (2 textures, Lit.shader, 2 fallbacks) | observed |
| 0 to 63 ms | bundles still loaded after the last Release (7 player runs) | observed |
| 60 to 158 s / 5 to 23 s | first macOS Mono player build / incremental rebuilds (shared machine); 127.4 MB player | observed |
| 0.4 to 1.2 s vs 10 to 17 s | the same job through a resident editor's bridge vs a batch job with editor start | observed |
| 4 GB | ceiling per bundle for cross-platform compatibility | Addressables 2.9 manual |
| 30,000 vertices | example FBX budget warning | Unity tutorial, qZ5NmyoxKRk [00:03:55] |
| 38%, about 110 MB | Valheim memory cut from streaming, then from fewer loaded bundles | Axelsson [00:03:02], [00:30:41] |
| 179 s / 486 s | generated ci/pipeline.sh from a checkout without Library/ (v0.2, quiet machine / v0.1, 6 to 8 other editors) | observed |
| 0 / 8 / 6 | unity test exit codes: pass / tests failed (never retry) / no verdict (retry) | unity-cli skill |
ok, no compile errors, active_target equal on every stage; ImportDrop counts; consistency check clean under Assets/; prefab count; rerun: copied 0, git status clean; implicit_duplicates 0 and duplicated_assets 0; per-label KB; no build scene hard-referencing Addressable content; NUnit failed 0 with the expected total; AGENT_GATE ok; BuildReport Succeeded; player smoke counts; release: clean tree, provenance source.dirty false, no forbidden defines; CI script exit 0 from a clean checkout.| Mistake | What it looks like | Fix |
|---|---|---|
importer settings in OnPostprocessTexture; code changed, GetVersion() not bumped | old settings used; machines disagree | OnPreprocess*; bump the version; -consistencyCheck |
| non-import keys added to the rules JSON | every governed asset reimports | separate file (pipeline_checks.json) |
Undo.RecordObject(gameObject) before moving it | move not undoable | record the Transform |
| direct write on a prefab instance or a ScriptableObject | reverts at the next prefab update / file unchanged | RecordPrefabInstancePropertyModifications / SetDirty |
StartAssetEditing without finally; SaveAndReimport per FBX outside a batch | frozen database; 4x slower remaps | try/finally; reimport inside the batch |
stages without the same -buildTarget | each stage reimports textures and shaders | the same target on every stage, tests included |
| one group per folder with shared textures | the same texture and shader in every bundle | condition packing; build layout check |
| labels added in file or HashSet order | the settings file differs between machines | ordinal order |
| a build scene references an Addressable prefab | loaded twice, bundles bypassed | HardReferences in the gate |
| content built, then a default player build | content rebuilt, archived state stale | DoNotBuildWithPlayer + gate |
SetActiveBuildProfile in a batch job; profile from the internal API | old target or defines; breaks on upgrade | -activeBuildProfile; copy a committed template |
| a test reimports an asset whose importer logs an error | "Unhandled log message", test fails | LogAssert.Expect |
| tests in a test asmdef calling code in Assembly-CSharp-Editor | CS0103, every batch job aborts | pipeline code in its own Editor asmdef |
-quit with Accelerator, no wait flag; server unreachable | uploads lost; job passes silently | -cacheServerWaitForUploadCompletion; check cache server= |
| release from a dirty tree | provenance dirty: true, the CLI still builds | clean tree, RELEASE=1, gitignore Addressables' link.xml |
| Blender default FBX export | root rotated 90 degrees, scale 100 | FBX All + Apply Transform (scenario-blender-expert) |
| duplicate name resolved by order | the wrong asset silently wins | reject every copy, ask |
| Addressables settings created inside a job | the next run rewrites the settings file once | set the two provider types after GetSettings(true) |
-quit with -runTests; relative --output-path | no XML; build outside the project | omit -quit; absolute path |
WaitForCompletion on WebGL); to scenario-unity-rendering-lighting lightmap UV needs; to the lead: rules JSON, props manifest, envelopes, NUnit totals, layout JSON, BuildReport, provenance, contact sheet.await handle are 4.0); its postprocessor adopts any imported group asset into the default settings. Content Directories replace AssetBundle builds in 6.6.IPreprocessBuildWithContext also fires for AssetBundle builds: filter with BuildPipeline.isBuildingPlayer.UnityEditor.Experimental.AssetDatabaseExperimental.counters.unity build writes its provenance manifest inside the .app on macOS. Personal licenses activate only through Hub sign-in.references/procedures.md: the pipeline as copyable calls, each with its live test and result.references/expert-notes.md: principles and judgment by expert, with source and timestamp.references/critique.md: the rubric to judge a pipeline, a layout, a build, a release.references/gui-paths.md: windows and menus for the same tasks.references/sources.md: every source with credentials, URLs, timestamps, revision history.scripts/ut_pipeline.py, scripts/AgentKit/Pipeline/*.cs (jobs, postprocessor, checks, gate, content tests), scripts/AgentKit/PipelineCli/, scripts/Runtime/, scripts/templates/PipelineAsmdef/: the code.© 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 26 other files (scripts, references) in skills/game-engines/unity/scenario-unity-pipeline-automation of scenario-labs/skills.
Open the folder on GitHubat commit f6f8ab7
Scenario Unity Pipeline Automation 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 Pipeline Automation this skillscenario-labs/skills | 946 | — | ~5k | Automated safety check: Pass | MIT | |
| Export Pipelinejame581/GodotPrompter | 805 | — | ~3.5k | Automated safety check: Pass | MIT | |
| Godot Export Buildsthedivergentai/GD-Agentic-Skills | 821 | — | ~3k | Automated safety check: Pass | LGPL-3.0 | |
| Godot Gdscript Headless Testinggamedev-skills/awesome-gamedev-agent-skills | 1.4k | — | ~2.3k | Automated safety check: Pass | Apache-2.0 | |
| Unity Build Pipelinegamedev-skills/awesome-gamedev-agent-skills | 1.4k | — | ~1.5k | Automated safety check: Pass | Apache-2.0 | |
| Analyze GitHub Action Logswithastro/astro | 63k | 1 repos | ~1.3k | Automated safety check: Pass | Custom licence |
jame581/GodotPrompter
A skill your agent uses when exporting and distributing Godot games — export presets, platform settings, CI/CD with GitHub Actions
thedivergentai/GD-Agentic-Skills
Expert patterns for multi-platform exports including export templates (Windows/Linux/macOS/Android/iOS/Web), command-line exports (headless mode), platform-specific settings (codesign, notarization…
gamedev-skills/awesome-gamedev-agent-skills
Run GDScript test suites from the command line with godot --headless, using a SceneTree/MainLoop runner script that exits non-zero on failure so CI can gate merges.
gamedev-skills/awesome-gamedev-agent-skills
Build and ship Unity 6.3 LTS players: build settings and scenes, player/quality settings, the IL2CPP vs Mono scripting backend, managed code stripping, scripted BuildPipeline.BuildPlayer, and…
withastro/astro
Analyze recent GitHub Actions workflow runs to identify patterns, mistakes, and improvements.
sgl-project/sglang
Start and persistently pursue a goal to babysit an SGLang pull request until selected GitHub Actions workflows pass on the latest PR head.
scenario-labs/skills
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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 automating a Unity 6.3 content pipeline or build: importing an art drop (FBX, PNG) with AssetPostprocessor rules and naming conventions, generating prefabs or editing…. Scenario Unity Pipeline Automation is an agent skill from scenario-labs/skills.
Scenario Unity Pipeline Automation fits situations like: automating a Unity 6.3 content pipeline; build: importing an art drop (FBX; PNG) with AssetPostprocessor rules and naming conventions; generating prefabs.
Run `npx skills add scenario-labs/skills --skill scenario-unity-pipeline-automation -a claude-code`. Or copy the skill folder (skills/game-engines/unity/scenario-unity-pipeline-automation in scenario-labs/skills) into .claude/skills/scenario-unity-pipeline-automation in your project. Claude Code loads it when a task matches its description.
Run `npx skills add scenario-labs/skills --skill scenario-unity-pipeline-automation -a codex`. Or copy the skill folder (skills/game-engines/unity/scenario-unity-pipeline-automation in scenario-labs/skills) into .agents/skills/scenario-unity-pipeline-automation 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-pipeline-automation -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-pipeline-automation, .gemini/skills/scenario-unity-pipeline-automation, .github/skills/scenario-unity-pipeline-automation and .opencode/skills/scenario-unity-pipeline-automation in your project.
Going by SKILL.md and its folder, Scenario Unity Pipeline Automation needs C# for the scripts in its folder and the command-line tools its instructions call (git and npx). Our summary lists: Node.js.
SKILL.md contains no URLs. Its commands use git and 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 Pipeline Automation is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 5k 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 31k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Scenario Unity Pipeline Automation: Export Pipeline (jame581/GodotPrompter, 805 stars), Godot Export Builds (thedivergentai/GD-Agentic-Skills, 821 stars), Godot Gdscript Headless Testing (gamedev-skills/awesome-gamedev-agent-skills, 1.4k stars) and Unity Build Pipeline (gamedev-skills/awesome-gamedev-agent-skills, 1.4k 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.