Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
A skill your agent uses when building a Unity 6.3 level or open world: terrain from code or heightmaps, procedural islands, erosion, splat and foliage rules, trees and grass, ProBuilder graybox…
$ npx skills add scenario-labs/skills --skill scenario-unity-world-building -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install scenario-labs/skills scenario-unity-world-building --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-world-building .claude/skills/scenario-unity-world-building && 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-world-building" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-world-building into .claude/skills/scenario-unity-world-building/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-world-building", 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-world-buildingType 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-world-building -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install scenario-labs/skills scenario-unity-world-building --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-world-building .agents/skills/scenario-unity-world-building && 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-world-building" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-world-building into .agents/skills/scenario-unity-world-building/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-world-building", 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-world-building -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install scenario-labs/skills scenario-unity-world-building --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-world-building .cursor/skills/scenario-unity-world-building && 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-world-building" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-world-building into .cursor/skills/scenario-unity-world-building/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-world-building", 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-world-building--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-world-building -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install scenario-labs/skills scenario-unity-world-building --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-world-building .gemini/skills/scenario-unity-world-building && 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-world-building" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-world-building into .gemini/skills/scenario-unity-world-building/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-world-building", 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-world-buildingInstalls 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-world-building -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-world-building .github/skills/scenario-unity-world-building && 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-world-building" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-world-building into .github/skills/scenario-unity-world-building/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-world-building", 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-world-building -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-world-building --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-world-building .opencode/skills/scenario-unity-world-building && 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-world-building" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-world-building into .opencode/skills/scenario-unity-world-building/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-world-building", 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-world-buildingA skill your agent uses when building a Unity 6.3 level or open world: terrain from code or heightmaps, procedural islands, erosion, splat and foliage rules, trees and grass, ProBuilder graybox…
Scenario Unity World Building is an agent skill from scenario-labs/skills. Use when building a Unity 6.3 level or open world: terrain from code or heightmaps, procedural islands, erosion, splat and foliage rules, trees and grass, ProBuilder graybox, level gym, modular kit and prefab placement, set dressing, landmarks and player guidance, the island's edge, spline roads, WFC, fog, additive scene streaming, or a world that hitches, pops in, leaks memory or runs slow on mobile. Keywords: Terrain, TerrainData, ProBuilder, blockout, graybox, modular kit, NavMesh, LoadSceneAsync, open world.
Its SKILL.md is about 4.6k tokens, which your agent loads only when the skill is triggered. The skill folder holds 28 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#, from the files we listed), which the agent can run.
Shell commands in SKILL.md call:
npxgitFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md. Its commands use npx and git, 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 World Building loads about 4.6k tokens when it runs, and up to ~33k if it reads all its reference files. Until then it costs about 137 tokens; SKILL.md has 1,985 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). 1,985 words, ~4,551 tokens.
.claude/skills/scenario-unity-world-building/SKILL.md (or your agent's skills folder). This skill also uses 23 other files; get the full folder from GitHub.Expert world building is structure first, then generated content that can be regenerated, then proof: the character fits every space, the camera fits every doorway, the player can reach every space and walk back, the edge of the world holds content, and the worst viewpoint holds the frame budget in a Player. An agent without a mouse does all of it through TerrainData, the ProBuilder API, PrefabUtility and scene APIs, then checks with raycasts, NavMesh paths, captures, a profiling tour and a Player probe. Target: Unity 6000.3.21f1, URP 17.3, ProBuilder 6.1.2, Splines 2.9.0, AI Navigation 2.0.14. 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). Import its toolkit; this skill adds scripts/ut_world.py, C# jobs in scripts/AgentKit/World/ and a runtime assembly in scripts/Runtime/World/.
Status (2026-09-24, after the blind-grade refactor): every procedure ran in Unity 6000.3.21f1 on this Mac except the plans marked [not run] in references/procedures.md: tests/code/unity-world-building/test_live_world.py (13 live tests), test_live_world_v2.py (12 live tests) and test_offline.py (7).
TerrainData asset before writing splat or the alphamaps are lost (observed).git update-index --skip-worktree (Manesh Mistry, YOtDVv5-0A4 [00:06:10], [00:09:52], [00:10:05]). A PolyShape rebuilt from its footprint drops every later edit (ProBuilder manual; observed 12 faces back to 7): keep the recipe, not the edited mesh.ReplacePrefabAssetOfPrefabInstance kept 0 of 30 placements without RecordPrefabInstancePropertyModifications, 30 of 30 with it (observed; the grid audit stayed clean, a slot and perimeter audit caught it).allowSceneActivation = false in play (it froze a queued unload for a second, observed); sweep assets after unloads; show a merged proxy while a visible chunk is out. backgroundLoadingPriority and the Integrate marker only mean something in a built Player (6.3 Scripting API; Editor counters read 0 here).Terrain.treeDistance (60 m and 700 m gave identical frames, observed): the LOD Group is the lever.Platform and budget (default desktop 60 fps = 16.67 ms; mobile 30 fps: 65 % of the 33.3 ms frame = 21.7 ms, scenario-unity-expert); memory of the lowest device (decides whether to stream at all); world size and traversal speed; the character (radius, height, slope limit, step, jump distance) and its camera (pivot, shoulder offset, boom, pitch); art style and fog language; content source (authored, procedural, mixed) and who paints; whether the user's editor holds the project (ut_env.project_lock). Defaults: URP, 1 km terrain, heightmap 1025, 1 m graybox grid, 2.5 m kit grid, story 3 m, capsule 0.4 x 1.8 m, slope 45, step 0.3, jump 2.5 m [added].
Each stage is one ut_world call; engine calls, arguments and recorded results are in references/procedures.md.
build_island (resolutions first, fBm, erosion, levelers, A* road, rule splat, LOD trees, instanced details), raw_roundtrip for DCC heightmaps, set_terrain_settings for the per-tile settings the Toolbox cannot batch. GATE: 2^n+1, patch 16, distinct detail seeds, road grade <= 10 %, audit 0 errors in a fresh editor.build_gym(P, metrics) (gym_is_stale after any controller change), then build_village. GATE: the door size passes the NavMesh and its camera clip fraction is known; PathComplete into every building; UV2 everywhere; names carry sizes.build_kit then kit_nav_gate. GATE: grid, story, yaw, slot and perimeter audit clean; door leaves ignored by the bake; no roof islands; upper floors linked.setup_views (bookmarks, anchors, sightlines, spawn), audit_guidance, fill_coast until the longest empty arc passes. GATE: every anchor sees a landmark or stands on the main path; every POI walks back; spawn dot >= 0.7.capture fog off (layout) and fog on (look), capture_pops at the detail, LOD and cull distances. Open every sheet; judge with references/critique.md. GATE: no blank, black, white or magenta frame; pop sizes recorded.scene_report first; then split_streaming, build_proxies, streaming_tests, stream_probe. GATE: PlayMode 5/5; Player Integrate marker within the priority budget; memory back to baseline after the sweep.tour_profile, compare_runs before and after each change. GATE: budget_check pass per anchor; counts decide in the Editor, milliseconds on the device.| Value | Relative to | Source |
|---|---|---|
| 2^n+1 (513, 1025, 2049) | heightmap; 1025+ for erosion | 6.3 Terrain manual |
| 16 | Detail Resolution Per Patch (more only for sparse far grass) | 6.3 manual |
| 4 | terrain layers per splat map with height blend | smnLYvF40s4 [00:04:23] |
| 2 / 4 / 10 / 50 ms | Integrate budget per frame, Low / BelowNormal / Normal / High, Player only | 6.3 Scripting API |
| 2.5 x 3 m, Y = 3 n | kit wall, story | 0o-QnNs-stc [00:07:35] |
| 1.0 m | narrowest door for a 0.4 m capsule (0.8 fails) | gym, observed |
| 80 % / 27 % | camera boom (3.5 m, 20 degrees) blocked through a 1.4 x 2.4 m / 2 x 3 m door | gym, observed |
| 40 pass, 45 fail | ramp degrees at slope limit 45, NavMesh and CharacterController agree | gym, observed |
| 0.13 to 0.06 m | NavMesh height error on stairs without / with Build Height Mesh | gym, observed |
| 0.5 to 1.13 of 2 ms | Player Integrate max per frame at Low (village chunk, 34 to 371 ms loads) | stream_probe, observed |
| 7.12 of 32.5 ms | impostor foliage GPU cost, iPad Mini 4 | YOtDVv5-0A4 frame [00:19:53] |
| ~200 frames | per side of a before/after comparison | YOtDVv5-0A4 [00:17:00] |
| 150 m, 300 m | POI radius, longest empty coast arc (defaults to tune) | [added] |
ok, zero compile errors; terrain audit 0 errors (desktop and mobile=True); blockout, kit slot and perimeter audits clean; kit NavMesh gate; gym table; guidance gate; NUnit EditMode 8/8 and PlayMode 5/5; Player probe verdict; budget_check per anchor; compare_runs p-values.ut_review flags none; before/after from the same bookmarks; detail reads as language: generic rocks and trees shape-only, narrative props detailed, no fourth rock if three suffice (Firewatch, ZYnS3kKTcGg [00:24:27], [00:25:50]).| Mistake | What it looks like | Fix |
|---|---|---|
CreateAsset(terrainData) after SetAlphamaps | terrain all first layer in a fresh editor | asset first, then layers |
ReplacePrefabAssetOfPrefabInstance after an unrecorded move | replaced walls stacked at the house origin, holes; grid audit clean | RecordPrefabInstancePropertyModifications after placing; restore the transform; slot audit |
| two NavMesh Surfaces over one area | paths "complete" through walls on the stale surface | one surface per area; rebake overlaps |
| closed door leaves baked | rooms unreachable | NavMeshModifier.ignoreFromBuild on leaves |
| clutter placed without the agent radius | door open, room split: 25 % of a floor reachable (observed) | keep door zones clear; reject items that disconnect the floor; sample the whole floor |
| roofs and upper floors in the bake | unreachable islands | roof area Not Walkable; stairs or NavMeshLink |
| door sized from the capsule only | camera snaps in at every doorway | measure the boom in the gym; interior camera |
| editing a PolyShape again | extrusions gone | lock footprints; replay a recipe |
tuning treeDistance for LOD trees | no change at all | tune the LOD Group, capture the cull |
| Healthy/Dry Color on instanced details | no color variation | vary color in the shader |
| Bake Light Probes For Trees (on by default) alone | no effect | tree renderers receive GI from Light Probes |
| holding activation to preload | unloads freeze | load immediately, gate only a loading screen |
| no Start scan in a streamer | a chunk opened in the Editor loads twice (1 vs 2 copies, observed) | scan loaded scenes in Start |
| streaming or memory judged in the Editor | counters 0, priority ignored | stream_probe in a development Player |
new ProfilerRecorder(handle) for a marker | 0 ms forever | add ProfilerRecorderOptions.StartImmediately (or StartNew); treat a never-sampled marker as no data |
per-system GPU ms from FrameTimingManager | "terrain 2 ms" that is the whole frame | toggle the system and diff, or a GPU capture |
| judging layout through fog or top-down ortho | washed aerial; trees culled by LOD | fog-off aerial captures |
compare_runs, the Player probe, the LOD finding, GPU Resident Drawer candidates among chunk props (Forward+, SRP Batcher, Mesh Renderers only, deltas section 5); to scenario-unity-mobile: audit(mobile=True), streaming priorities; to scenario-unity-gameplay: NavMesh surfaces, links, gym table, spawn points; to scenario-unity-pipeline-automation: Addressable scenes, build list, import rules as AssetPostprocessors.PivotLocation.FirstVertex (the docs' "First Corner"), default material is a vertex-color Shader Graph.EditorBuildSettings.scenes; Memory Profiler 1.1.12 and Profile Analyzer 1.4.0 are packages.FindObjectsByType needs a sort mode (obsolete in 6.4); 6.6 new projects enter Play mode without domain reload.references/procedures.md: 24 procedures with full calls, live test paths and recorded results.references/expert-notes.md: principles and judgment by expert, with source and timestamp.references/critique.md: rubric for terrain, gym, blockout, kit, guidance, atmosphere, streaming, performance.references/gui-paths.md: Terrain Toolbar, ProBuilder tool context, Splines, NavMesh, multi-scene, profiling windows.references/sources.md: every source with credentials, URLs, best timestamps, revision history.© 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 23 other files (scripts, references) in skills/game-engines/unity/scenario-unity-world-building of scenario-labs/skills.
Open the folder on GitHubat commit f6f8ab7
Scenario Unity World Building 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 World Building this skillscenario-labs/skills | 946 | — | ~4.6k | 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.
rehan-remade/universal-modder
Turn generated or hand-made art into exactly what a game engine loads.
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…
Categories
A skill your agent uses when building a Unity 6.3 level or open world: terrain from code or heightmaps, procedural islands, erosion, splat and foliage rules, trees and grass, ProBuilder graybox…. Scenario Unity World Building is an agent skill from scenario-labs/skills.3 level or open world: terrain from code or heightmaps, procedural islands, erosion, splat and foliage rules, trees and grass, ProBuilder graybox, level gym, modular kit and prefab placement, set dressing, landmarks and player guidance, the island's edge, spline roads, WFC, fog, additive scene streaming, or a world that hitches, pops in, leaks memory or runs slow on mobile.
Scenario Unity World Building fits situations like: building a Unity 6.3 level; open world: terrain from code; procedural islands; splat and foliage rules.
Run `npx skills add scenario-labs/skills --skill scenario-unity-world-building -a claude-code`. Or copy the skill folder (skills/game-engines/unity/scenario-unity-world-building in scenario-labs/skills) into .claude/skills/scenario-unity-world-building in your project. Claude Code loads it when a task matches its description.
Run `npx skills add scenario-labs/skills --skill scenario-unity-world-building -a codex`. Or copy the skill folder (skills/game-engines/unity/scenario-unity-world-building in scenario-labs/skills) into .agents/skills/scenario-unity-world-building 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-world-building -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-world-building, .gemini/skills/scenario-unity-world-building, .github/skills/scenario-unity-world-building and .opencode/skills/scenario-unity-world-building in your project.
Going by SKILL.md and its folder, Scenario Unity World Building needs C# for the scripts in its folder and the command-line tools its instructions call (npx and git). Our summary lists: Node.js.
SKILL.md contains no URLs. Its commands use npx and git, 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 World Building is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 4.6k tokens (SKILL.md is roughly 18k 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 29k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Scenario Unity World Building: 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.