Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
A skill your agent uses when building or fixing game UI in Unity 6.3: main menu, settings screen (resolution, quality, volume, key rebinding), HUD, health bar, minimap frame; choosing uGUI or UI…
$ npx skills add scenario-labs/skills --skill scenario-unity-ui -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install scenario-labs/skills scenario-unity-ui --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-ui .claude/skills/scenario-unity-ui && 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-ui" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-ui into .claude/skills/scenario-unity-ui/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-ui", 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-uiType 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-ui -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install scenario-labs/skills scenario-unity-ui --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-ui .agents/skills/scenario-unity-ui && 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-ui" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-ui into .agents/skills/scenario-unity-ui/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-ui", 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-ui -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install scenario-labs/skills scenario-unity-ui --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-ui .cursor/skills/scenario-unity-ui && 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-ui" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-ui into .cursor/skills/scenario-unity-ui/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-ui", 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-ui--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-ui -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install scenario-labs/skills scenario-unity-ui --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-ui .gemini/skills/scenario-unity-ui && 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-ui" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-ui into .gemini/skills/scenario-unity-ui/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-ui", 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-uiInstalls 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-ui -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-ui .github/skills/scenario-unity-ui && 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-ui" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-ui into .github/skills/scenario-unity-ui/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-ui", 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-ui -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-ui --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-ui .opencode/skills/scenario-unity-ui && 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-ui" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-ui into .opencode/skills/scenario-unity-ui/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-ui", 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-uiA skill your agent uses when building or fixing game UI in Unity 6.3: main menu, settings screen (resolution, quality, volume, key rebinding), HUD, health bar, minimap frame; choosing uGUI or UI…
Scenario Unity UI is an agent skill from scenario-labs/skills. Use when building or fixing game UI in Unity 6.3: main menu, settings screen (resolution, quality, volume, key rebinding), HUD, health bar, minimap frame; choosing uGUI or UI Toolkit or mixing both; 'UI scales wrong on phones', portrait to 4K, Canvas Scaler, anchors, layout groups collapsing, sort order, UXML/USS, data binding, TextMeshPro or UI Toolkit fonts missing glyphs, localized menus, gamepad navigation, UI draw calls, canvas rebuild spikes, UI tests, or capturing UI to check it.
Its SKILL.md is about 4.3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 45 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 9 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 UI loads about 4.3k tokens when it runs, and up to ~28k if it reads all its reference files. Until then it costs about 127 tokens; SKILL.md has 1,912 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). 1,912 words, ~4,326 tokens.
.claude/skills/scenario-unity-ui/SKILL.md (or your agent's skills folder). This skill also uses 39 other files; get the full folder from GitHub.Expert UI work is a screen that keeps the same shape from a phone in portrait to a 4K monitor, answers mouse, touch, keyboard and gamepad alike, reads clearly, and costs almost nothing while it sits still. An agent gets there by building from code or text, then proving each screen with a capture at every device size, a layout assertion on the same frame, an audit, behavior tests and counters. Target: Unity 6000.3.21f1, uGUI 2.0 (TextMeshPro inside), UI Toolkit, Input System 1.20. 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_ui.py (imports ut_env, ut_run, ut_review), jobs in scripts/AgentKit/UI/, runtime components in scripts/Runtime/UI/ (asmdef AgentUI.Runtime), UXML/USS/TSS templates in scripts/templates/uitk/.
ut_ui.choose_system).CanvasDeviceScale, 1.35).Canvas.enabled (0 mesh regenerations vs 200 for SetActive, measured) plus CanvasGroup.interactable, or buttons stay navigable.UIAudit.ExplainLayout), never toggle checkboxes (Christina, HTQV4mukZ2M).InputSystemUIInputModule at InputSystem.actions or rebinds never reach navigation (measured). Give every layer its own sort order from one table (ut_ui.UI_LAYERS: HUD 0, menus 10, modal 20): Canvas.sortingOrder and PanelSettings.sortingOrder rank against each other (drawing since 2021.2, Unity staff; input measured here); a tie leaves the top layer to Hierarchy order (Christina). Focus crosses systems through the EventSystem: element.Focus() selects the panel, SetSelectedGameObject(uguiButton) blurs it (measured). UI in its own additive scene holding the only EventSystem (Jason Weimann).SettingsScreen.OnLocaleChanged).[GeneratePropertyBag] works only with the assembly attribute too (class alone gave a reflected bag, measured) (Nicolas Borromeo, Unity). Hide by duration: removal for long absences, display none in between (bindings keep running), opacity or off-screen for blinking (ut_ui.uitk_hide_method, costs in procedures P16). Find idle invalidations with PanelChangeLog; a stylesheet loads every asset it references.targetTexture. Look at every sheet, including a 4K crop.Platforms and orientations; inputs; languages (CJK, RTL) and which system renders each string; who edits the UI later; the system already used; the device list (defaults: phone portrait 1080 x 1920 at 420 dpi, laptop 1920 x 1080, 4K); palette (default: flat neutrals, one accent); a UI scene shared across levels; the budget (default: idle HUD adds no GC, 1 batch, 0 panel changes per frame).
ut_ui.choose_system(needs, ui_heavy, existing, team). GATE: blockers quoted, shared rows not used as reasons, a layer table when both systems ship.UISetup.ImportTmpEssentials, UISetup.AddScenesToBuild, ut_ui.add_ui_test_framework; mixer from scenario-unity-gameplay. GATE: TMP Settings present.UiTheme tokens (8 px steps, one accent, one title level; Game Dev Guide). uGUI: UIBuild.BuildMenuScene or its helpers. UI Toolkit: ut_ui.write_uitk_templates then UIToolkitBuild.BuildHud. GATE: zero compile errors and warnings, ImportReport 0 errors with rules > 0 per sheet, lint_uss/lint_uxml/lint_cs_events/lint_cs_queries clean.UICapture.CaptureUGUI / CaptureUITK over ut_ui.shots(...), HUD over a real level. GATE: layout_verdict empty, scale equals the formula, sheet and 4K crop looked at and critiqued (references/critique.md); a collapse explained with ExplainLayout.UIAudit.Audit with every locale's strings; UIToolkitBuild.UitkGlyphs for UI Toolkit text; BindingSources for data sources. GATE: 0 errors, 0 warnings, 0 missing glyphs in both systems, every source generated.UIPerf.HideCost, TextEffectCost, PlayModeCounters (counters, list_markers), PanelChangeLog. GATE: numbers against the budget, before and after each change.| Value | Relative to | Source |
|---|---|---|
| 1920 x 1080, Match 0.5 | reference, both orientations | uGUI manual; Christina |
| 1.0 / 2.0; 0.5625 at Match 0 | uGUI scale at 1080 x 1920 / 3840 x 2160 | measured; formula |
| 1.1701 / 1.4769 | UI Toolkit scale at 1080 x 1920 / 1170 x 2532 (uGUI 1.0 / 1.1953) | measured |
| 88 ref px x 1.35 = 119 px | control height vs a 116 px (7 mm) target at 420 dpi | [added] |
| 4.5:1 / 3:1 | contrast, body / large text | [added] WCAG |
| 8; 256 px | textures per UI Toolkit batch (measured); dynamic atlas size filter in the demo | Borromeo |
| 3 vs 1 batches | 12,000 vertices, Vertex Budget 0 vs 20000 | measured |
| 7 / 18 ms | stencil nesting levels / Update Style from one big class swap | Borromeo |
| 0.87-0.99 / 0.005 ms | hidden bound screen per frame: display none / removed (visible 1.16-1.32) | measured, 3 runs |
| 2.2-3.3 ms | re-adding a removed 120-row screen (display flex 1.5-2.0) | measured, 3 runs |
| 0 vs 200 | mesh regenerations: Canvas.enabled vs SetActive, 200 graphics | measured |
| 40 to 14 | batches after a Sprite Atlas (rotation, tight packing off) | Andy Touch |
| 0.01, 100 px = 1 unit | world-space canvas scale | Christina, Brackeys |
| 80 / 8 | TMP sampling point size / padding | Imphenzia |
layout_verdict empty at every device; scale equals canvas_scale or panel_scale; UIAudit 0 errors and 0 warnings (sort ties, world canvases, static masks, center-anchored edges, atlas settings included); glyph gates 0 missing in TMP and UI Toolkit; USS rules kept; Play and Edit Mode tests 0 failures; static panel 1 batch; idle HUD 0 GC and 0 panel changes.| Mistake | What it looks like | Fix |
|---|---|---|
| Capturing Overlay UI with a camera | frame without UI | CaptureUGUI |
| Match 0 with a landscape reference | portrait UI at 0.56x | Match 0.5, or one canvas per orientation |
| Same Match in UI Toolkit | portrait HUD 17% larger | panel_scale |
| Custom shaders routed to uGUI | outdated 2022 advice | UI Shader Graph for UI Toolkit (6.3) |
| Two layers on one sort order | pause menu under the HUD, clicks to the wrong system | one table, distinct values |
| Focus left in the other system | gamepad dead after a uGUI popup over UI Toolkit | SetSelectedGameObject in, element.Focus() back |
| Center anchors on corner UI | counter drifts off screen on 21:9 | corner anchors |
| Hiding with SetActive / Canvas.enabled alone | rebuild spike / hidden buttons navigable | MenuScreen.Show |
| Empty child under Control Child Size | element vanishes | Layout Element floor; ExplainLayout |
| One canvas per enemy bar | batches grow with enemies | shared canvas, UI Toolkit world space, sprites |
Rounded overflow: hidden or Mask for a minimap | batch break per mask | pre-cut frame art, shader clip |
| Atlas rotation or tight packing on UI | upside-down or bleeding icons | untick both |
| TMP fallback expected in UI Toolkit | tofu in the HUD | Panel Text Settings fallbacks, UitkGlyphs |
| Code-filled drop-down | stays English after a locale switch | refill on the locale event |
Class-only [GeneratePropertyBag] | reflection bindings | plus [assembly: GeneratePropertyBagsForAssembly] |
| display none for a screen hidden minutes | binding cost keeps running | RemoveFromHierarchy |
| One USS error | whole sheet dropped, UI unstyled | ImportReport rules > 0 |
| Frame Debugger as a gate | nothing an agent can read | Render/Batches Count recorder |
| No first selection; default UI actions | keyboard dead; rebinds ignored | MenuScreen.FirstSelected; InputSystem.actions |
| Subscribe without unsubscribe | handlers pile up on reloads | register, initialize, -= in OnDisable/OnDestroy |
QualitySettings.names lists only the platform's levels). From artists, scenario-unity-2d or scenario-* skills: sprites and icons (atlased, rotation and tight packing off).RuntimePanelUtils.ScreenToPanel with the y flip). To scenario-unity-performance: counter CSVs. To scenario-unity-shaders: UI Shader Graph or Canvas materials (minimap clip, blur). To scenario-unity-pipeline-automation: UI scenes, Play and Edit Mode tests for CI. Packet: scenes, capture sheets with the verdict, audit JSON, test totals, Verified and Assumed.com.unity.ugui 2.0; in batch mode TMP_PackageResourceImporter finds no package path (UISetup.ImportTmpEssentials). enableWordWrapping is obsolete.using UnityEngine.UI with UnityEngine.UIElements makes Image, Button, Slider ambiguous (CS0104): alias them.filter, aspect-ratio, SVG, the UI Test Framework package (com.unity.ui.test-framework 6.3.0, built in), and a stricter USS parser: any error leaves an EMPTY StyleSheet flagged importedWithErrors (measured). PanelSettings.vertexBudget, textureSlotCount, SetPanelChangeReceiver are public. Markers: Scripts/UIElements.UpdateRuntimeBindings, .UpdateLayout, .UpdateStyle.EditorSceneManager.NewScene unloads unreferenced assets: create the scene before loading the UXML.[UxmlElement] now).references/procedures.md: twenty-one agent procedures with full calls, live tests and recorded results.references/expert-notes.md: principles by expert with timestamps, measured claims marked.references/critique.md: the rubric for layout, look, behavior, structure and cost.references/gui-paths.md: the same work through editor windows and menus.references/sources.md: every source with credentials, URLs and best timestamps.© 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 39 other files (scripts, references) in skills/game-engines/unity/scenario-unity-ui of scenario-labs/skills.
Open the folder on GitHubat commit f6f8ab7
Scenario Unity UI 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 UI this skillscenario-labs/skills | 946 | — | ~4.3k | 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 building or fixing game UI in Unity 6.3: main menu, settings screen (resolution, quality, volume, key rebinding), HUD, health bar, minimap frame; choosing uGUI or UI…. Scenario Unity UI is an agent skill from scenario-labs/skills.3: main menu, settings screen (resolution, quality, volume, key rebinding), HUD, health bar, minimap frame; choosing uGUI or UI Toolkit or mixing both; 'UI scales wrong on phones', portrait to 4K, Canvas Scaler, anchors, layout groups collapsing, sort order, UXML/USS, data binding, TextMeshPro or UI Toolkit fonts missing glyphs, localized menus, gamepad navigation, UI draw calls, canvas rebuild spikes, UI tests, or capturing UI to check it.
Scenario Unity UI fits situations like: fixing game UI in Unity 6.3: main menu; settings screen (resolution; UI scales wrong on phones; layout groups collapsing.
Run `npx skills add scenario-labs/skills --skill scenario-unity-ui -a claude-code`. Or copy the skill folder (skills/game-engines/unity/scenario-unity-ui in scenario-labs/skills) into .claude/skills/scenario-unity-ui in your project. Claude Code loads it when a task matches its description.
Run `npx skills add scenario-labs/skills --skill scenario-unity-ui -a codex`. Or copy the skill folder (skills/game-engines/unity/scenario-unity-ui in scenario-labs/skills) into .agents/skills/scenario-unity-ui 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-ui -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-ui, .gemini/skills/scenario-unity-ui, .github/skills/scenario-unity-ui and .opencode/skills/scenario-unity-ui in your project.
Going by SKILL.md and its folder, Scenario Unity UI 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 UI is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 4.3k tokens (SKILL.md is roughly 17k 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 24k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Scenario Unity UI: 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.