Asset Pipeline
rehan-remade/universal-modder
Turn generated or hand-made art into exactly what a game engine loads.
A skill your agent uses when a Unity 6.3 game must run in a browser: 'export to WebGL', Web build settings or Build Profiles, gzip or Brotli, Decompression Fallback, server headers, 'Unable to parse…
$ npx skills add scenario-labs/skills --skill scenario-unity-web -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install scenario-labs/skills scenario-unity-web --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-web .claude/skills/scenario-unity-web && 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-web" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-web into .claude/skills/scenario-unity-web/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-web", 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-webType 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-web -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install scenario-labs/skills scenario-unity-web --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-web .agents/skills/scenario-unity-web && 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-web" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-web into .agents/skills/scenario-unity-web/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-web", 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-web -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install scenario-labs/skills scenario-unity-web --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-web .cursor/skills/scenario-unity-web && 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-web" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-web into .cursor/skills/scenario-unity-web/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-web", 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-web--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-web -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install scenario-labs/skills scenario-unity-web --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-web .gemini/skills/scenario-unity-web && 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-web" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-web into .gemini/skills/scenario-unity-web/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-web", 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-webInstalls 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-web -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-web .github/skills/scenario-unity-web && 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-web" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-web into .github/skills/scenario-unity-web/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-web", 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-web -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-web --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-web .opencode/skills/scenario-unity-web && 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-web" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-web into .opencode/skills/scenario-unity-web/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-web", 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-webA skill your agent uses when a Unity 6.3 game must run in a browser: 'export to WebGL', Web build settings or Build Profiles, gzip or Brotli, Decompression Fallback, server headers, 'Unable to parse…
Scenario Unity Web is an agent skill from scenario-labs/skills. Use when a Unity 6.3 game must run in a browser: 'export to WebGL', Web build settings or Build Profiles, gzip or Brotli, Decompression Fallback, server headers, 'Unable to parse .framework.js.br', build too big or slow to load, itch.io, CrazyGames or Poki limits, Addressables or AssetBundles on the Web, 'Could not produce class with ID', Task.Run freezing the browser, WebGL 2 vs WebGPU, .jslib and SendMessage interop, a page text field that gets no keystrokes, mobile browsers crashing, HTTPS for sensors, hosting…
Its SKILL.md is about 4k 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 3D graphics and WebGL. 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 91caa01. 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 5 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 Web loads about 4k tokens when it runs, and up to ~37k if it reads all its reference files. Until then it costs about 138 tokens; SKILL.md has 1,849 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 91caa01, republished under its MIT licence (© scenario-labs). 1,849 words, ~4,050 tokens.
.claude/skills/scenario-unity-web/SKILL.md (or your agent's skills folder). This skill also uses 22 other files; get the full folder from GitHub.Expert level on the Web means the build is judged where players get it: bytes until gameplay starts, served by the real host with the right headers, loaded in a real browser that reports which graphics API ran, how big the heap grew, and that the page and the game talk. The stance: the host picks the compression, the budget is measured to the first playable moment, and nothing counts until a served build loads headless with zero errors and a screenshot you looked at. Target: Unity 6000.3.21f1, URP 17.3, Chrome headless on macOS. 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: ut_env, ut_run (incl. build(P, "web"), run_tests), ut_review, plus this skill's scripts/ut_web.py, scripts/AgentKit/Web/WebJobs.cs and scripts/WebRuntime/ (bridge, .jslib, error reporter, template).
Content-Encoding per file, application/wasm on every .wasm* (6.3 Manual). Plain HTTP: gzip (Chrome refused Brotli at a LAN address, ERR_CONTENT_DECODING_FAILED, observed; localhost is exempt). itch.io: Decompression Fallback on (Max O'Didily 8iApGVX--B0 [00:01:40]). Poki: Disabled.gameplayStart: 20 MB for the mobile homepage, 50 MB otherwise, 1,500 files. Deferred content must be requested after that moment (network log proves it). Preload tags only for bundles the first playable moment needs: they move bytes into the counted window (observed +0.84 MB before start).Awaitable, coroutines, UnityWebRequest (observed: Task.Run(...).Result froze the tab). The heap grows from Initial Memory Size and growth can crash on phones: size Initial from a measured session (observed 32 MB grew to 68 to 74 MB; set to 80, no growth). Leave targetFrameRate at -1: Unity cannot query the refresh rate (6.3 Manual).SystemInfo.graphicsDeviceType (a plain-HTTP page got WebGL 2 with no error, observed). WebGL 2 skins on the CPU (30 characters: 7 fps vs 30 on WebGPU, Duncan 3bu4WZUCGYc [~00:15:13]) and takes non-directional lightmaps only..jslib in ES5, strings as heap pointers, replies through makeDynCall into a static [MonoPInvokeCallback], SendMessage with one JSON string to an exactly named object. Unity takes page-wide keyboard input by default: a page name field received nothing until WebGLInput.captureAllKeyboardInput = false (observed). No system fonts: CJK and Greek names drew blank while Font.HasCharacter said present (observed). Portals ignore or rewrite index.html, so the bridge lives in .jslib.Could not produce class with ID 182, observed; fix: link.xml). Code Optimization and the texture subtarget live in Library/: a fresh clone reads Shorter Build Time (observed). Safari has no IndexedDB in iframes (6.3 Manual): on itch.io, Safari players may reload everything.Ask once: every host or portal (compression, fallback, page ownership, iframe); audience and browser floor (WebAssembly 2023 needs Safari 16.4+, Chrome 91+, Firefox 89+, while Unity supports iOS Safari 15; CrazyGames disables Unity on iOS by default); budget in bytes to gameplay start and seconds at a stated line speed and region; 2D or 3D, URP, lightmaps, skinned crowds; compute need (WebGPU); the page API and any page text fields; scripts player text can use (fonts); desktop and mobile (dual DXT/ASTC data); audio (first tap); Unity version. Defaults: WebGL 2 only; own HTTPS + Brotli; 20 MB portal mobile, 30 MB otherwise (Loveridge [00:03:29]); Explicitly Thrown; WebAssembly 2023 on; Disk Size while iterating, Disk Size with LTO for release; Maximum Memory 2048 MB, Initial from measurement; DPR 1 on phones; targetFrameRate -1.
ReadSettings, AuditWeb (scenes, lighting, skinning, stripping, splash, post data, imports), ut_web.scan_hang_apis (hangs, targetFrameRate), scan_jslib, package_report. GATE: zero audit errors; non-empty valid scene list (Cam Ayres bF_eUuxGEcA [00:04:02]); every costly package justified.WebJobs.ApplySettings with a preset (own-https, plain-http, itch, poki, crazygames, dev), always passing code_optimization and texture_subtarget; launch with build_target="WebGL". write_policy plus WebReleasePolicyTests (EditMode) guard CI. GATE: readback and 8 policy tests pass.ut_web.install_runtime(P); wire WebBridge, WebLeaderboard, WebErrorReporter (full code in procedures P3). GATE: 0 compile errors, scans clean, bridge object named as the page calls it.ut_run.build(P, "web", out=...). Bundles: WriteBundleLinkXml first. GATE: Succeeded, file set matches settings, size_report recorded, build_log_report read (rank there, judge by bytes on disk).serve, header_audit locally, then on the real host. GATE: zero errors; bytes sent equal bytes on disk.browser_check(..., metrics_seconds=8, reload=True) with the page mock. GATE: ready, gameplay_start, feature events; zero banners, zero unexpected console errors; intended ready.api; deferred requests after start; heap did not grow on mobile settings; fps steady; warm reload fetches no .data body (304 allowed); screenshot opened.budget_check; throttled load (20 Mbps, 40 ms, CPU x4) and a 250 ms run for far regions. GATE: pass with headroom.merge_texture_variants), phone emulation (DPR cap). GATE per variant as in 5 to 7.AGENTWEB_ERROR_URL or WebErrorReporter.endpoint set, previous build kept, rollout plan (P12). Handoff packet with Verified and Assumed.| Value | Relative to | Source |
|---|---|---|
| 20 / 50 MB, 1,500 files | CrazyGames initial download to first gameplayStart (mobile homepage / general) | CrazyGames |
| 30 MB | studio binary rule ("table stakes") | Loveridge [00:03:29] |
| +3.6 / +1 / +0.7 MB | URP, URP post-processing, TextMeshPro resources | CrazyGames tests |
| 9.47 MB, 8.1 s | release demo build (LTO): initial download; time to gameplay_start at 20 Mbps, 40 ms, CPU x4 | observed |
| +0.83 s | same load at 250 ms instead of 40 ms latency | observed |
| -1.61 MB | URP renderer post data off (10.08 to 8.47 MB) | observed |
| 32 to 68-74 MB | heap growth from the default Initial Memory Size during startup; 80 MB set: no growth | observed |
| 2048 MB | Maximum Memory Size; bugs above it before Chrome/Firefox 119 | 6.3 Manual |
| 7 to 30 fps | 30 skinned characters, WebGL (CPU skinning) vs WebGPU | Duncan [~00:15:13] |
| 48 / 86 Mbps | median mobile / broadband speed where gains flatten | Craven [00:10:53] |
More measured values: references/expert-notes.md (Numbers, full).
BuildReport Succeeded; header_audit 0 errors on the real host; browser_check ok with the intended API; deferred after start; heap flat; errors reach the collector; budget_check pass; throttled load under budget.| Mistake | What it looks like | Fix |
|---|---|---|
| Quick local server for a compressed build | SyntaxError, "Unable to parse ...framework.js.br" | ut_web.serve or per-suffix Content-Encoding |
| Brotli on plain HTTP | ERR_CONTENT_DECODING_FAILED | HTTPS, or gzip + Allow downloads over HTTP |
Task.Run, HttpClient, threads, timers | work never runs; .Result freezes the tab | Awaitable, coroutines, UnityWebRequest |
targetFrameRate = 30 "for mobile" | Unity times its own loop against an assumed 60 Hz | leave -1; throttle only on purpose |
| Small Initial Memory with growth on phones | heap 32 to 74 MB at startup; crashes when no contiguous block | Initial = measured peak (heap_advice) |
| High stripping + bundles | Could not produce class with ID, component missing | WriteBundleLinkXml, rebuild |
| Release settings trusted on CI | a fresh clone reads Shorter Build Time and the default texture format | set both in every job, or commit a Build Profile |
| Page field beside the canvas | keystrokes swallowed | WebGLInput.captureAllKeyboardInput = false (SetKeyboardCapture) |
| Player names in any script, built-in font | blank glyphs; Font.HasCharacter still true | ship fallback fonts or draw names in HTML; screenshot each script |
| Trusting the Graphics API list or version lore | WebGPU build running WebGL 2; "WebGPU is production-ready in 6.3" | log the API per origin; 6.3 to 6.5 experimental, 6.6 opt-in |
{{{ }}} or ES6 in a .jslib | build fails | ES5, no macros in comments (scan_jslib) |
Page logic in index.html for a portal | missing on CrazyGames, rewritten on Poki | .jslib or the portal SDK |
| Template defaults shipped | Shorter Build Time, Minimal stripping, WASM 2023 off: 46 MB raw wasm | release preset |
size_report, budget_check, browser_check evidence (API, events, bytes before start, heap, fps, screenshots), policy file, zip, symbols, Verified and Assumed lists.BuildTarget.WebGL, PlayerSettings.WebGL, UNITY_WEBGL, Assets/WebGLTemplates; no public API creates a Build Profile before 6.5. WebGLInput lives in UnityEngine.WebGLModule, present only in Web player builds: guard it with UNITY_WEBGL && !UNITY_EDITOR.3.1.39-git).unityInstance.GetMetricsInfo() (heap, fps, janked frames) works in release builds without the Diagnostics Overlay (whose JS memory reads N/A on Safari and iOS); 6.3 profiles a running Web build over IP; the Frame Debugger does not work on the Web.references/procedures.md: 24 procedures with full code (bridge included), live test and recorded result.references/expert-notes.md: judgment by expert with timestamps, full numbers, disagreement table.references/critique.md: the self-review rubric.references/gui-paths.md: the same work through windows and menus.references/sources.md: every source, credentials, timestamps, revision history.scripts/ut_web.py, scripts/AgentKit/Web/WebJobs.cs, scripts/AgentKitOptional/ (Addressables job, EditMode policy tests), scripts/WebRuntime/ (bridge, error reporter, .jslib, AgentWeb template).© 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 22 other files (scripts, references) in skills/game-engines/unity/scenario-unity-web of scenario-labs/skills.
Open the folder on GitHubat commit 91caa01
Scenario Unity Web 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 Web this skillscenario-labs/skills | 931 | — | ~4k | Automated safety check: Pass | MIT | |
| Asset Pipelinerehan-remade/universal-modder | 5.8k | — | ~2k | Automated safety check: Pass | MIT | |
| Blender Image To 3Dmajidmanzarpour/blender-game-skills | 135 | — | ~5.7k | Automated safety check: Pass | MIT | |
| Text To 3D AssetLaurentiuGabriel/unreal-game-assets-creation-skill | 148 | — | ~2.1k | Automated safety check: Pass | None | |
| Godot 3D Essentialsjame581/GodotPrompter | 799 | — | ~3.7k | Automated safety check: Pass | MIT | |
| Unreal Scene Buildingflopperam/unreal-engine-mcp | 1.1k | — | ~1.4k | Automated safety check: Pass | None |
rehan-remade/universal-modder
Turn generated or hand-made art into exactly what a game engine loads.
majidmanzarpour/blender-game-skills
Build a game-ready 3D asset in Blender from reference images (concept art, photos, turnarounds, sketches, screenshots) for any category, including characters, creatures, architecture, vehicles…
LaurentiuGabriel/unreal-game-assets-creation-skill
Generate a game-ready 3D asset by running the local AI pipeline sequentially: Fooocus (SDXL text-to-image) - Hunyuan3D-2 (image-to-textured-GLB) - optional Blender FBX convert + Unreal import.
jame581/GodotPrompter
Covers Godot 4.3+ 3D systems such as materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling and decals, with GDScript first and C# second.
flopperam/unreal-engine-mcp
Guides scene and world building in Unreal Engine through the Flopperam MCP: placing actors, sculpting landscapes, scattering foliage, editing materials and verifying the level.
chongdashu/vibejam-starter-pack
Build 2D browser games with Phaser 4: WebGL-first rendering, scenes, filters, lighting, shaders, DynamicTexture and RenderTexture, tilemaps, SpriteGPULayer, TilemapGPULayer, and Phaser 3 to 4…
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 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…
scenario-labs/skills
A skill your agent uses when a Godot 4 game goes online or co-op: host and join with ENet, WebSocket for a web build, RPCs (@rpc, rpcid, anypeer), MultiplayerSpawner and MultiplayerSynchronizer…
Categories
A skill your agent uses when a Unity 6.3 game must run in a browser: 'export to WebGL', Web build settings or Build Profiles, gzip or Brotli, Decompression Fallback, server headers, 'Unable to parse…. Scenario Unity Web is an agent skill from scenario-labs/skills.
Scenario Unity Web fits situations like: A Unity 6.3 game must run in a browser: export to WebGL; web build settings; decompression Fallback; unable to parse .framework.js.br.
Run `npx skills add scenario-labs/skills --skill scenario-unity-web -a claude-code`. Or copy the skill folder (skills/game-engines/unity/scenario-unity-web in scenario-labs/skills) into .claude/skills/scenario-unity-web in your project. Claude Code loads it when a task matches its description.
Run `npx skills add scenario-labs/skills --skill scenario-unity-web -a codex`. Or copy the skill folder (skills/game-engines/unity/scenario-unity-web in scenario-labs/skills) into .agents/skills/scenario-unity-web 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-web -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-web, .gemini/skills/scenario-unity-web, .github/skills/scenario-unity-web and .opencode/skills/scenario-unity-web in your project.
Going by SKILL.md and its folder, Scenario Unity Web 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 Web is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 4k tokens (SKILL.md is roughly 16k 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 Web: Asset Pipeline (rehan-remade/universal-modder, 5.8k stars), Blender Image To 3D (majidmanzarpour/blender-game-skills, 135 stars), Text To 3D Asset (LaurentiuGabriel/unreal-game-assets-creation-skill, 148 stars) and Godot 3D Essentials (jame581/GodotPrompter, 799 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 931 GitHub stars. The repository holds 143 skills in this directory. The repository was last updated on October 8, 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.