Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
A skill your agent uses when setting up URP (or choosing URP vs HDRP), configuring URP assets and quality tiers for PC and phones, lighting a stylized or realistic Unity scene (sun, sky, baked or…
$ npx skills add scenario-labs/skills --skill scenario-unity-rendering-lighting -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install scenario-labs/skills scenario-unity-rendering-lighting --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-rendering-lighting .claude/skills/scenario-unity-rendering-lighting && 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-rendering-lighting" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-rendering-lighting into .claude/skills/scenario-unity-rendering-lighting/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-rendering-lighting", 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-rendering-lightingType 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-rendering-lighting -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install scenario-labs/skills scenario-unity-rendering-lighting --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-rendering-lighting .agents/skills/scenario-unity-rendering-lighting && 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-rendering-lighting" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-rendering-lighting into .agents/skills/scenario-unity-rendering-lighting/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-rendering-lighting", 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-rendering-lighting -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install scenario-labs/skills scenario-unity-rendering-lighting --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-rendering-lighting .cursor/skills/scenario-unity-rendering-lighting && 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-rendering-lighting" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-rendering-lighting into .cursor/skills/scenario-unity-rendering-lighting/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-rendering-lighting", 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-rendering-lighting--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-rendering-lighting -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install scenario-labs/skills scenario-unity-rendering-lighting --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-rendering-lighting .gemini/skills/scenario-unity-rendering-lighting && 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-rendering-lighting" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-rendering-lighting into .gemini/skills/scenario-unity-rendering-lighting/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-rendering-lighting", 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-rendering-lightingInstalls 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-rendering-lighting -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-rendering-lighting .github/skills/scenario-unity-rendering-lighting && 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-rendering-lighting" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-rendering-lighting into .github/skills/scenario-unity-rendering-lighting/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-rendering-lighting", 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-rendering-lighting -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-rendering-lighting --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-rendering-lighting .opencode/skills/scenario-unity-rendering-lighting && 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-rendering-lighting" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-rendering-lighting into .opencode/skills/scenario-unity-rendering-lighting/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-rendering-lighting", 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-rendering-lightingA skill your agent uses when setting up URP (or choosing URP vs HDRP), configuring URP assets and quality tiers for PC and phones, lighting a stylized or realistic Unity scene (sun, sky, baked or…
Scenario Unity Rendering Lighting is an agent skill from scenario-labs/skills. Use when setting up URP (or choosing URP vs HDRP), configuring URP assets and quality tiers for PC and phones, lighting a stylized or realistic Unity scene (sun, sky, baked or mixed lightmaps, Shadowmask, Adaptive Probe Volumes, reflection probes), or fixing blurry shadows, light leaks, gray bakes, washed-out images, tonemapping and grading, bloom too expensive on mobile, TAA, STP or MSAA choices, GPU Resident Drawer setup, shader warm-up hitches, or a custom shader that vanished or lost its baked light.
Its SKILL.md is about 4.9k tokens, which your agent loads only when the skill is triggered. The skill folder holds 20 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. 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# and Python), 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 Rendering Lighting loads about 4.9k tokens when it runs, and up to ~38k if it reads all its reference files. Until then it costs about 136 tokens; SKILL.md has 2,061 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). 2,061 words, ~4,939 tokens.
.claude/skills/scenario-unity-rendering-lighting/SKILL.md (or your agent's skills folder). This skill also uses 15 other files; get the full folder from GitHub.Expert lighting in Unity is a measured loop: fix exposure, light to anchors, bake, grade, judging every stage from the same camera bookmarks with numbers (gray cards, clipping, bake memory, native passes) before taste. This skill drives URP 17.3 on Unity 6.3 from code; everything here ran in Unity 6000.3.21f1 on an Apple M5 Max (Metal) on 2026-09-24. 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, ut_run, AgentCapture, AgentProfile, ut_review, 6.3 traps).
PassAudit reads the Render Graph's native passes: a depth copy After Opaques or the Opaque Texture splits the opaque, skybox and transparent pass (measured).Ask once: platforms and device tiers (compute or GLES); frame budget (mobile at 65%); one emotion sentence (KB [00:03:25]), references, stylized or realistic; time of day; what moves; interiors; custom shaders; baked-memory budget.
| Decision | Default | Change when |
|---|---|---|
| Pipeline | URP 17.3 | HDRP only for PC/console needing its exclusive features; no new features, no mobile, web or Switch 1 (rps) |
| PC tier | Forward+, depth texture, MSAA 4x, HDR 32-bit, 2048 shadows over 60 m in 2 cascades, soft Medium, additional shadows, Distance Shadowmask (verified on Forward+), GPU Resident Drawer when draw calls bind the CPU | device tests |
| Mobile tier | Forward, no depth/opaque texture (the Opaque Texture also silently drops MSAA without StoreAndResolve), MSAA 2x, render scale 0.85, 1024 shadows over 30 m, 1 cascade, soft off, no additional shadows, Shadowmask mode, bias 0.1 / 0.5 (template 1 / 1 leaked) | a wide device spread: add a low tier with copy_from (Simple Lit, no realtime shadows) [added] |
| Post per tier | one Grading Mode (HDR) and LUT 32 everywhere; Mobile profile: bloom Kawase or Dual (6.3), no HQ filtering, Half or Quarter, at most 5 iterations, no DoF, no SSAO, Leak Reduction Performance; PC: SSAO Downsample, Leak Reduction Quality | art direction |
| GI | Static geometry lightmapped with a Mixed sun (Shadowmask where a phone tier bakes static sun shadows, else Baked Indirect); APV for dynamic objects; open or changing layouts: APV only | Subtractive for low-end stylized (CC [00:41:17]); APV scenarios or sky occlusion for time of day |
| Probes | Adaptive Probe Volumes | Light Probe Groups without compute or when probes must move (APV24 [00:08:31]) |
| AA | PC MSAA 4x or TAA/STP; mobile MSAA 2x or FXAA | TAA/STP never with MSAA, stacking or dynamic resolution; STP not on GLES |
Channel: ut_run.run_method(P, "AgentKit.Lighting....", args, graphics=True) for anything that renders or bakes; -nographics only for reports, tiers, volumes and audits (it cannot bake GI: Bake refuses). Plain command (L.raw_command): Unity -batchmode -nographics -quit -projectPath P -logFile <job>/unity.log -executeMethod <method> -agentJob <job>, args in <job>/args.json, result on the AGENT_RESULT line. Full code and results: references/procedures.md.
LightingPipeline.ReportPipeline: asset per level, renderer, features, asset profile, GRD prerequisites. GATE: every level has its own asset.ConfigureTiers (asset_props, renderer_props, quality_props, renderer_features, volume_profile + volume_overrides, project graphics for BRG variants and static batching), then ReportPipeline in a new process and L.tier_check. GATE: 0 mismatches, 0 errors (grading mismatch, GRD chain, APV masks without Use Rendering Layers).AgentView_* cameras, gray cards (sun, shade, one per zone), a chrome ball indoors; CaptureStage. GATE: L.stage_review 0 errors; sheet opened.I * 2^-EV(card); other lights by ratio; zone exposure volumes at priority 1. GATE: sunlit card within half a stop; sun-to-shade at most 4 stops [added].LightingAudit.AuditLighting first (contributors, lightmap UVs, shaders that cannot show or feed the bake, Shadowmask overlap, style: "stylized" rules), then LightingBake.Bake preview, then final. Verify the Lighting Mode each tier really renders with the shadowmask range scene (P13). GATE: bake report within budget, no UV warnings, audit 0 errors.apv_layers, max 4, rebake), Probe Adjustment Volume last (APV24 [00:18:13] to [00:23:13]). GATE: mid-smooth surfaces not sky-blue indoors (blue-minus-red at or below 0).AgentProfile + ut_stat.budget_check; PassAudit per tier; PC vs Mobile captures; a development player for tier-only oddities (P12) and the PSO trace and progressive warm-up (P15). GATE: budget as a trend, device verdict after a thermal soak with a vendor GPU capture (scenario-unity-mobile); Mobile within 0.35 EV and 15% saturation of PC [added].| Value | Relative to | Source |
|---|---|---|
| EV100 14 sun, 10 overcast, 8 sunset, 6 bright interior, 1 dark interior | real-world anchors; URP has no EV, use ratios | PYD [00:17:37] |
| 51 vs 102 texels/m | 2048 over 40 m vs 1024 over 10 m | 6.3 Manual |
| spot 1, point 6, max 16 maps | additional-light shadow atlas | 6.3 Manual |
| 256 samples; 4 lights per texel | denoiser floor; shadowmask channels | 6.3 Manual |
| 0.2 background, 1 play area | Scale In Lightmap | CC [00:17:30] |
| 0.20 vs 0.67 to 0.83 ms; 42.7 vs 14.5 MB | lightmaps vs APV sampling (PS4 1080p); memory | APV24 |
| 1,723 / 9 / 0 / 0 px | sun leak on Mobile: template bias, 0.1 / 0.5, Shadowmask, Subtractive | observed |
| 1.33 vs 0.67 MB | interior lightmap set, Shadowmask vs Subtractive (512 x 512) | observed |
| about 2,450 to 22 to 38 draw calls; main thread / 3 | 900 cubes, GRD off vs on, Editor Play mode | observed |
| 6 / 8 / 7 native passes | Mobile: depth off / copy After Opaques / After Transparents | observed |
| 14 PSOs, warmed in 5 frames | outdoor scene, Metal development player, 3 per frame | observed |
| 1 to 2 ms per full-screen pass | Quest 2-class tiler | RK [00:14:30] |
budget_check as a trend.references/critique.md).| Mistake | What it looks like | Fix |
|---|---|---|
| Lights by feel, exposure to rescue them | card +0.9 EV, interiors never balance | gray card, fixed exposure, solve lights |
| Resolution raised instead of distance lowered | 4096 still soft near the camera | Max Distance to the last visible dynamic shadow |
CPU lightmapper or -nographics bake on this Mac | refused, or nothing baked | GPU lightmapper, graphics=True; there is no CPU fallback on Apple Silicon |
| Small props with Contribute GI off | no baked contact shadow; realtime shadows under Shadowmask | Contribute GI on, Receive GI = Light Probes |
| More than 4 shadowed Mixed lights on one surface | extra lights frozen as fully baked | light.shadowmask_overlap; make extras Baked or Realtime |
| Toon or custom shader on lightmapped geometry | baked light and shadows gone | light.shader_no_lightmap / no_shadowmask / no_meta; scenario-unity-shaders adds the variants |
| Per-tier bloom set in the scene volume | Mobile keeps PC bloom cost | cost fields only on tier profiles |
| One tier LDR, one HDR | tiers drift apart after grading | one Grading Mode (HDR), one LUT size |
| APV masks without Use Rendering Layers | masks ignored on that tier | m_SupportsLightLayers on every asset |
| No local reflection probe indoors | chrome and wood reflect sky | box probe per zone, importance 2 |
| Depth Priming on with custom shaders | objects vanish once MSAA is off | DepthOnly and DepthNormals passes, or priming Disabled |
| Template Mobile bias 1 / 1 on thin walls | sawtooth sun along the wall-ceiling joint | bias 0.1 / 0.5; bake the sun (Shadowmask or Subtractive) |
| GRD on without its chain | nothing batches | BRG Variants Keep All, SRP Batcher, Forward+, static batching off |
_CLUSTER_LIGHT_LOOP replaces _FORWARD_PLUS. The Render Graph Viewer can attach to a device player; PassAudit reads internals by reflection (available: false if they move).filter: Gaussian, Dual, Kawase (new in 6.3). GraphicsStateCollection is experimental. APVLeakReductionMode.ValidityBased is an obsolete alias that ToString() prints for Performance.references/procedures.md: procedures P1 to P16 as copyable code, each with its live test and result.references/critique.md: the rubric for captures, cards, bakes, reflections, grade, tiers, bandwidth.references/expert-notes.md: principles by expert, the stylized recipe, disagreements, observations.references/gui-paths.md: windows and menus for the same procedures.references/sources.md: sources, credentials, timestamps, baseline gaps, revision history.scripts/ut_lighting.py, scripts/AgentKit/Lighting/*.cs, scripts/Runtime/*.cs (player helpers: verification builds only).© 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 15 other files (scripts, references) in skills/game-engines/unity/scenario-unity-rendering-lighting of scenario-labs/skills.
Open the folder on GitHubat commit f6f8ab7
Scenario Unity Rendering Lighting 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 Rendering Lighting this skillscenario-labs/skills | 946 | — | ~4.9k | Automated safety check: Pass | MIT | |
| Godot Gdscript Patterns925236118/AlphaAgent | 103 | 10 repos | ~5k | Automated safety check: Pass | MIT | |
| Sprite Genaldegad/sprite-gen | 2.7k | — | ~4.9k | Automated safety check: Pass | Apache-2.0 | |
| 2D Map and Scene Generator0x0funky/agent-sprite-forge | 4.4k | — | ~2.9k | Automated safety check: Pass | MIT | |
| Fantasy Framework Development Guideqq362946/Fantasy | 1.4k | — | ~5.8k | Automated safety check: Pass | Custom licence | |
| Dev StoryDonchitos/Claude-Code-Game-Studios | 26k | — | ~2.4k | Automated safety check: Notes | MIT |
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
aldegad/sprite-gen
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.
0x0funky/agent-sprite-forge
Plans and builds 2D game maps and scenes, from tilemaps and parallax backgrounds to HD-2D plates, with collision checks, a playable HTML preview and Tiled, Godot or LDtk export.
qq362946/Fantasy
Development and review guide for the Fantasy C# distributed game server framework: ECS, FTask, routing, service discovery, config and databases.
Donchitos/Claude-Code-Game-Studios
Implement a story: ADR guidelines, right programmer agent, code plus test.
trekawek/coffee-gb
Plays an authorized Game Boy or Game Boy Color ROM in one persistent headless Coffee GB session, inspecting frames and keeping an action trace for replay or tests.
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 setting up URP (or choosing URP vs HDRP), configuring URP assets and quality tiers for PC and phones, lighting a stylized or realistic Unity scene (sun, sky, baked or…. Scenario Unity Rendering Lighting is an agent skill from scenario-labs/skills. Use when setting up URP (or choosing URP vs HDRP), configuring URP assets and quality tiers for PC and phones, lighting a stylized or realistic Unity scene (sun, sky, baked or mixed lightmaps, Shadowmask, Adaptive Probe Volumes, reflection probes), or fixing blurry shadows, light leaks, gray bakes, washed-out images, tonemapping and grading, bloom too expensive on mobile, TAA, STP or MSAA choices, GPU Resident Drawer setup, shader warm-up hitches, or a custom shader that vanished or lost its baked light.
Scenario Unity Rendering Lighting fits situations like: setting up URP (or choosing URP vs HDRP); configuring URP assets and quality tiers for PC and phones; lighting a stylized; realistic Unity scene (sun.
Run `npx skills add scenario-labs/skills --skill scenario-unity-rendering-lighting -a claude-code`. Or copy the skill folder (skills/game-engines/unity/scenario-unity-rendering-lighting in scenario-labs/skills) into .claude/skills/scenario-unity-rendering-lighting in your project. Claude Code loads it when a task matches its description.
Run `npx skills add scenario-labs/skills --skill scenario-unity-rendering-lighting -a codex`. Or copy the skill folder (skills/game-engines/unity/scenario-unity-rendering-lighting in scenario-labs/skills) into .agents/skills/scenario-unity-rendering-lighting 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-rendering-lighting -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-rendering-lighting, .gemini/skills/scenario-unity-rendering-lighting, .github/skills/scenario-unity-rendering-lighting and .opencode/skills/scenario-unity-rendering-lighting in your project.
Going by SKILL.md and its folder, Scenario Unity Rendering Lighting 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 Rendering Lighting is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 4.9k tokens (SKILL.md is roughly 20k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 33k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Scenario Unity Rendering Lighting: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Sprite Gen (aldegad/sprite-gen, 2.7k stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars) and Fantasy Framework Development Guide (qq362946/Fantasy, 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.