Agent skill

Scenario Unity World Building

by scenario-labs in scenario-labs/skills

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…

MITAuto-check passedGame Development

Install Scenario Unity World Building

skills CLI
$ npx skills add scenario-labs/skills --skill scenario-unity-world-building -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install scenario-labs/skills scenario-unity-world-building --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ 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-src

Use ~/.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/

Facts

Skill name
scenario-unity-world-building
GitHub stars
946
Token cost
~4.6k tokens
SKILL.md length
1,985 words
Files
24 (incl. scripts, references)
Skills in repo
146
Repo updated
First seen
Licence
MIT

At a glance

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…

  • Works in 8 steps: Lock the structure before content.… → Author non-destructively, regenerate… → Raw procedural output needs a second… → …
  • Building a Unity 6.3 level
  • SKILL.md covers Stance (the expert delta), Establish first, Workflow and Numbers, plus 5 more sections
  • Runs C# scripts from its folder; calls npx and git

What it does

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.

When your agent uses it

  • Building a Unity 6.3 level
  • Open world: terrain from code
  • Procedural islands
  • Splat and foliage rules

Example prompts

  • “/scenario-unity-world-building”

Requirements

  • Node.js

Workflow steps

8 steps, taken from the first numbered list in SKILL.md.

  1. Lock the structure before content. Terrain size and every texture resolution before sculpting (later changes rescale or resample, 6.3…
  2. Author non-destructively, regenerate deterministically. Alba renders movable features, levelers and roads to the heightmap and regenerates…
  3. Raw procedural output needs a second layer. Noise needs erosion (Lague, eaXk97ujbPQ); WFC needs authored tiles (DV Gen, 20KHNA9jTsE…
  4. Block out with one generic piece, then bulk replace; prefab every piece and every compound. One wall everywhere, then doors and windows by…
  5. The graybox exit gate is mechanical. Doors from agent radius and camera boom, NavMesh over every whole floor with door leaves modified out…
  6. Players test the edge first; guide with a ladder. On an island they swim out and around: put content and a way back on every stretch of…
  7. Stream only what does not fit, around a persistent core, and judge it in a Player. Alba kept its island resident with LOD and relevance…
  8. Profile the worst viewpoint, compare statistics, fix on the device's terms. Teleport to anchors, turn 360 degrees, keep the worst heading…

What it can do on your machine

Read from SKILL.md and the folder at commit f6f8ab7. It shows what the files ask for, not the result of running them.

  • Tool permissions

    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.

  • Runs code

    Ships 10 files in scripts/ (C#, from the files we listed), which the agent can run.

    Shell commands in SKILL.md call:

    • npx
    • git

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    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.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

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.

Always · name and description, kept in context so the agent knows when to use it
~137
When it runs · the whole SKILL.md, loaded when a task matches
~4.6k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~33k

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.

Safety

Auto-check passed

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.

SKILL.md

The full file from scenario-labs/skills at commit f6f8ab7, republished under its MIT licence (© scenario-labs). 1,985 words, ~4,551 tokens.

Download SKILL.mdSave it as .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.
name
scenario-unity-world-building
description
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.
license
MIT

Unity world building (level and environment artist)

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).

Stance (the expert delta)

  1. Lock the structure before content. Terrain size and every texture resolution before sculpting (later changes rescale or resample, 6.3 Terrain manual); metrics from the character AND its camera before blockout, proven in a gym rebuilt whenever the controller changes (level design e-book, gym/zoo); the kit grid before placement (Christina Creates Games, 0o-QnNs-stc [00:07:35]). In code, persist the TerrainData asset before writing splat or the alphamaps are lost (observed).
  2. Author non-destructively, regenerate deterministically. Alba renders movable features, levelers and roads to the heightmap and regenerates the world in ordered, skippable steps before play and in CI; the generated scene is checked in with 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.
  3. Raw procedural output needs a second layer. Noise needs erosion (Lague, eaXk97ujbPQ); WFC needs authored tiles (DV Gen, 20KHNA9jTsE [00:04:22]); roads need routing: a slope-aware A* route cut 2.6 m where straight knots cut a 9.1 m canyon (Alba [00:07:45]; observed).
  4. Block out with one generic piece, then bulk replace; prefab every piece and every compound. One wall everywhere, then doors and windows by replacement (Christina [00:15:14]); a metric fix is one prefab edit (YsBniZ5ya7k [00:06:25]). In a script, record the instance override before replacing: 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).
  5. The graybox exit gate is mechanical. Doors from agent radius and camera boom, NavMesh over every whole floor with door leaves modified out of the bake and clutter that never splits a room, roofs marked Not Walkable, upper floors linked, one NavMesh Surface per area (Christina [00:17:12], [00:19:27]; YsBniZ5ya7k [00:15:24]); a quick bake for dark zones; landmarks and paths first, signs last (Adam Robinson-Yu, ZW8gWgpptI8 [00:18:37]).
  6. Players test the edge first; guide with a ladder. On an island they swim out and around: put content and a way back on every stretch of coast, not walls ([00:16:54], [00:17:58]). Landmarks, breadcrumbs, paths that lead back, inclines toward the goal, signs last; false peaks need a reason. Here 32 of 36 coast bearings had nothing within 150 m (observed).
  7. Stream only what does not fit, around a persistent core, and judge it in a Player. Alba kept its island resident with LOD and relevance systems ([00:12:43]). The core owns RenderSettings, lightmaps and fog; load by path; never hold 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).
  8. Profile the worst viewpoint, compare statistics, fix on the device's terms. Teleport to anchors, turn 360 degrees, keep the worst heading (Alba [00:29:46]); compare about 200 frames per side (Profile Analyzer, [00:17:00]). On tile-based mobile GPUs opaque LOD foliage beats alpha-tested impostors (7.12 of 32.5 ms, [00:20:14]); Firewatch's distance alpha cutoff is a PC and console choice (Jane Ng, ZYnS3kKTcGg [00:20:29]). LOD Group trees ignore Terrain.treeDistance (60 m and 700 m gave identical frames, observed): the LOD Group is the lever.

Establish first

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].

Workflow

Each stage is one ut_world call; engine calls, arguments and recorded results are in references/procedures.md.

  1. Spec. Metrics, resolutions, grids, budgets, anchors, memory budget. GATE: every later check has a number.
  2. Terrain. 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.
  3. Gym, then graybox. 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.
  4. Kit. 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.
  5. Guidance. 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.
  6. Look. 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.
  7. Stream (only if needed). 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.
  8. Tour. tour_profile, compare_runs before and after each change. GATE: budget_check pass per anchor; counts decide in the Editor, milliseconds on the device.
Show full SKILL.md (868 more words)Show less

Numbers

ValueRelative toSource
2^n+1 (513, 1025, 2049)heightmap; 1025+ for erosion6.3 Terrain manual
16Detail Resolution Per Patch (more only for sparse far grass)6.3 manual
4terrain layers per splat map with height blendsmnLYvF40s4 [00:04:23]
2 / 4 / 10 / 50 msIntegrate budget per frame, Low / BelowNormal / Normal / High, Player only6.3 Scripting API
2.5 x 3 m, Y = 3 nkit wall, story0o-QnNs-stc [00:07:35]
1.0 mnarrowest 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 doorgym, observed
40 pass, 45 failramp degrees at slope limit 45, NavMesh and CharacterController agreegym, observed
0.13 to 0.06 mNavMesh height error on stairs without / with Build Height Meshgym, observed
0.5 to 1.13 of 2 msPlayer Integrate max per frame at Low (village chunk, 34 to 371 ms loads)stream_probe, observed
7.12 of 32.5 msimpostor foliage GPU cost, iPad Mini 4YOtDVv5-0A4 frame [00:19:53]
~200 framesper side of a before/after comparisonYOtDVv5-0A4 [00:17:00]
150 m, 300 mPOI radius, longest empty coast arc (defaults to tune)[added]

Quality gates

  • Measurable: envelope 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.
  • Visual: fog-off, fog-on, pop and proxy sheets opened; 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]).

Common mistakes

MistakeWhat it looks likeFix
CreateAsset(terrainData) after SetAlphamapsterrain all first layer in a fresh editorasset first, then layers
ReplacePrefabAssetOfPrefabInstance after an unrecorded movereplaced walls stacked at the house origin, holes; grid audit cleanRecordPrefabInstancePropertyModifications after placing; restore the transform; slot audit
two NavMesh Surfaces over one areapaths "complete" through walls on the stale surfaceone surface per area; rebake overlaps
closed door leaves bakedrooms unreachableNavMeshModifier.ignoreFromBuild on leaves
clutter placed without the agent radiusdoor 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 bakeunreachable islandsroof area Not Walkable; stairs or NavMeshLink
door sized from the capsule onlycamera snaps in at every doorwaymeasure the boom in the gym; interior camera
editing a PolyShape againextrusions gonelock footprints; replay a recipe
tuning treeDistance for LOD treesno change at alltune the LOD Group, capture the cull
Healthy/Dry Color on instanced detailsno color variationvary color in the shader
Bake Light Probes For Trees (on by default) aloneno effecttree renderers receive GI from Light Probes
holding activation to preloadunloads freezeload immediately, gate only a loading screen
no Start scan in a streamera chunk opened in the Editor loads twice (1 vs 2 copies, observed)scan loaded scenes in Start
streaming or memory judged in the Editorcounters 0, priority ignoredstream_probe in a development Player
new ProfilerRecorder(handle) for a marker0 ms foreveradd 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 frametoggle the system and diff, or a GPU capture
judging layout through fog or top-down orthowashed aerial; trees culled by LODfog-off aerial captures

Handoffs

  • Receives assets from scenario-3d, scenario-textures, scenario-skyboxes and scenario-blender-expert; the character controller and camera rig from scenario-unity-gameplay and scenario-unity-animation (Cinemachine); input from scenario-unity-architecture.
  • Delivers to scenario-unity-rendering-lighting: scenes with static flags, UV2, the core as lighting owner, one APV Baking Set with the core and every chunk, baked (and occlusion) with all scenes open [not run here], fog baseline, probe settings per tile; to scenario-unity-shaders: the Firewatch gradient-strip fog as a fullscreen pass spec, grass color variation in the detail shader; to scenario-unity-performance: tour CSV and JSON, 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.
  • Packet: project, channel, scenes, the gates with numbers, all sheets, open issues.

Unity 6.3 notes

  • Polybrush is deprecated and never worked on Terrain: scatter by raycast. ProBuilder 6.1.2: no window (Scene view tool context), PivotLocation.FirstVertex (the docs' "First Corner"), default material is a vertex-color Shader Graph.
  • Terrain Tools 5.3.2 bundled; Splines 2.9.0; AI Navigation 2.0.14 (NavMesh Surface, Modifier, Link, Build Height Mesh); Build Profiles share 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

  • 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

Files

SKILL.md and 23 other files (scripts, references) in skills/game-engines/unity/scenario-unity-world-building of scenario-labs/skills.

  • SKILL.md
  • references/critique.md
  • references/expert-notes.md
  • references/gui-paths.md
  • references/procedures.md
  • references/sources.md
  • scripts/AgentKit/World/WorldBlockout.cs
  • scripts/AgentKit/World/WorldCommon.cs
  • scripts/AgentKit/World/WorldGuidance.cs
  • scripts/AgentKit/World/WorldGym.cs
  • scripts/AgentKit/World/WorldKit.cs
  • scripts/AgentKit/World/WorldNav.cs
  • scripts/AgentKit/World/WorldScenes.cs
  • scripts/AgentKit/World/WorldStreaming.cs
  • scripts/AgentKit/World/WorldTerrain.cs
  • scripts/Runtime/World
  • … and 8 more

Open the folder on GitHubat commit f6f8ab7

Compare with similar skills

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.

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Scenario Unity World Building this skillscenario-labs/skills946—~4.6kAutomated safety check: PassMIT
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Sprite Genaldegad/sprite-gen2.7k—~4.9kAutomated safety check: PassApache-2.0
2D Map and Scene Generator0x0funky/agent-sprite-forge4.4k—~2.9kAutomated safety check: PassMIT
Fantasy Framework Development Guideqq362946/Fantasy1.4k—~5.8kAutomated safety check: PassCustom licence
Dev StoryDonchitos/Claude-Code-Game-Studios26k—~2.4kAutomated safety check: NotesMIT

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Questions about Scenario Unity World Building

What does Scenario Unity World Building do?

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.

When should I use Scenario Unity World Building?

Scenario Unity World Building fits situations like: building a Unity 6.3 level; open world: terrain from code; procedural islands; splat and foliage rules.

How do I install Scenario Unity World Building in Claude Code?

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.

How do I install Scenario Unity World Building in Codex?

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.

Can I use Scenario Unity World Building in Cursor, Gemini CLI or GitHub Copilot?

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.

What does Scenario Unity World Building need to run?

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.

Does Scenario Unity World Building access the network?

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.

Is Scenario Unity World Building safe to install?

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.

What licence does Scenario Unity World Building use?

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.

How many tokens does Scenario Unity World Building use?

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.

What are the alternatives to Scenario Unity World Building?

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.

Who maintains Scenario Unity World Building?

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.