Requirements
- Target platform
- OpenClaw
- Install method
- Manual import
- Extraction
- Extract archive
- Prerequisites
- OpenClaw
- Primary doc
- SKILL.md
Use when creating Unity game scenes and prototypes, building level designs, or automating Unity Editor workflows for terrain, lighting, environment setup, an...
Use when creating Unity game scenes and prototypes, building level designs, or automating Unity Editor workflows for terrain, lighting, environment setup, an...
Hand the extracted package to your coding agent with a concrete install brief instead of figuring it out manually.
I downloaded a skill package from Yavira. Read SKILL.md from the extracted folder and install it by following the included instructions. Tell me what you changed and call out any manual steps you could not complete.
I downloaded an updated skill package from Yavira. Read SKILL.md from the extracted folder, compare it with my current installation, and upgrade it while preserving any custom configuration unless the package docs explicitly say otherwise. Summarize what changed and any follow-up checks I should run.
Rapidly prototype Unity game scenes using Editor automation, modern Unity APIs, and best practices for level design. This skill automates terrain generation, lighting setup, environment placement, and player controller creation to get you implementing gameplay ideas quickly.
Use this skill when: Creating prototype scenes (post-apocalypse, fantasy, sci-fi, dungeon crawler, etc.) Setting up Unity terrain, meshes, and ground geometry Automating lighting, post-processing, and environment setup Building player controllers and basic gameplay systems Need to go from concept to playable scene rapidly
Before implementing, check Unity's latest APIs and best practices: Modern Unity Systems: Terrain Tools package (GPU-accelerated sculpting) Universal Render Pipeline (URP) or High Definition Render Pipeline (HDRP) DOTS/ECS for performance-critical scenarios Shader Graph for custom materials VFX Graph for particle effects Key APIs to reference: UnityEngine.Terrain - Terrain manipulation UnityEditor.TerrainTools - Editor terrain tools UnityEngine.Rendering.Universal - URP components UnityEditor.SceneManagement - Scene automation
Use Editor scripts to automate repetitive setup: // Example: Automated scene initialization public static class SceneSetupHelper { [MenuItem("Level Design/Create Basic Scene")] public static void CreateBasicScene() { // Setup lighting SetupLighting(); // Create terrain CreateTerrain(); // Setup post-processing SetupPostProcessing(); // Create player CreatePlayerController(); } }
Options: Unity Terrain - Best for natural landscapes Mesh Generation - Best for stylized/architectural Procedural Generation - Best for endless/replayable worlds
Automate placement of: Vegetation (trees, grass, rocks) Structures (buildings, ruins, dungeons) Lighting (sun, ambient, point lights) Effects (fog, particles, post-processing)
Create basic: Player controller (FPS, third-person, top-down) Camera setup Input handling Basic interactions
Destroyed urban environment Ruined buildings and debris Overgrown vegetation Atmospheric fog and lighting Scattered resources/props
Dense woodland terrain Rivers and lakes Fantasy vegetation Magical lighting effects Pathways and clearings
Procedural room generation Corridor systems Torch/candle lighting Traps and enemy spawners Loot chests
TaskMethodAPI/ToolCreate TerrainEditor scriptTerrain.CreateTerrainGameObjectSculpt TerrainNoise/heightmapsTerrainData.SetHeightsAdd VegetationTree/Grass paintingTerrainData.treeInstancesSetup LightingURP/HDRPUniversalAdditionalLightDataPost-ProcessingVolume componentsVolume + profilesPlayer ControllerCharacter ControllerCharacterController componentProcedural MeshesRuntime generationMesh class
See scripts/ for automation tools: SceneSetupWizard.cs - One-click scene initialization TerrainGenerator.cs - Procedural terrain creation EnvironmentPainter.cs - Batch environment placement LightingSetup.cs - Automated lighting configuration
See references/ for detailed documentation: unity-apis.md - Current Unity API reference terrain-tools.md - Terrain system documentation urp-setup.md - Universal Render Pipeline guide level-design-patterns.md - Best practices and patterns
Wrong render pipeline: Check if project uses URP, HDRP, or Built-in RP Terrain scale: Unity terrain uses different height/length scales Lighting baking: Realtime GI can be slow; use baked lighting for static geometry Performance: Too many trees/colliders will kill performance Scale consistency: Keep player, environment, and props to consistent scale
// Create a post-apocalyptic scene [MenuItem("Level Design/Post-Apocalyptic Scene")] static void CreatePostApocalypticScene() { // 1. Create terrain with noise var terrain = TerrainGenerator.CreateRuinedTerrain(); // 2. Setup dramatic lighting LightingSetup.CreateDramaticLighting(Color.gray * 0.3f); // 3. Add fog and post-processing PostProcessingSetup.CreateAtmosphericFog(); // 4. Scatter debris and props EnvironmentPainter.ScatterDebris(50); // 5. Create player var player = PlayerSetup.CreateFPSPlayer(); player.transform.position = new Vector3(0, 5, 0); }
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