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    "name": "Unity Level Design Patterns skill.",
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    "summary": "Hand the extracted package to your coding agent with a concrete install brief instead of figuring it out manually.",
    "steps": [
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      "Paste one of the prompts below and point your agent at the extracted folder."
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        "label": "New install",
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  "documentation": {
    "source": "clawhub",
    "primaryDoc": "SKILL.md",
    "sections": [
      {
        "title": "Overview",
        "body": "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."
      },
      {
        "title": "When to Use",
        "body": "Use this skill when:\n\nCreating prototype scenes (post-apocalypse, fantasy, sci-fi, dungeon crawler, etc.)\nSetting up Unity terrain, meshes, and ground geometry\nAutomating lighting, post-processing, and environment setup\nBuilding player controllers and basic gameplay systems\nNeed to go from concept to playable scene rapidly"
      },
      {
        "title": "Step 1: Research Current APIs",
        "body": "Before implementing, check Unity's latest APIs and best practices:\n\nModern Unity Systems:\n\nTerrain Tools package (GPU-accelerated sculpting)\nUniversal Render Pipeline (URP) or High Definition Render Pipeline (HDRP)\nDOTS/ECS for performance-critical scenarios\nShader Graph for custom materials\nVFX Graph for particle effects\n\nKey APIs to reference:\n\nUnityEngine.Terrain - Terrain manipulation\nUnityEditor.TerrainTools - Editor terrain tools\nUnityEngine.Rendering.Universal - URP components\nUnityEditor.SceneManagement - Scene automation"
      },
      {
        "title": "Step 2: Scene Setup Automation",
        "body": "Use Editor scripts to automate repetitive setup:\n\n// Example: Automated scene initialization\npublic static class SceneSetupHelper\n{\n    [MenuItem(\"Level Design/Create Basic Scene\")]\n    public static void CreateBasicScene()\n    {\n        // Setup lighting\n        SetupLighting();\n        \n        // Create terrain\n        CreateTerrain();\n        \n        // Setup post-processing\n        SetupPostProcessing();\n        \n        // Create player\n        CreatePlayerController();\n    }\n}"
      },
      {
        "title": "Step 3: Terrain Generation",
        "body": "Options:\n\nUnity Terrain - Best for natural landscapes\nMesh Generation - Best for stylized/architectural\nProcedural Generation - Best for endless/replayable worlds"
      },
      {
        "title": "Step 4: Environment & Props",
        "body": "Automate placement of:\n\nVegetation (trees, grass, rocks)\nStructures (buildings, ruins, dungeons)\nLighting (sun, ambient, point lights)\nEffects (fog, particles, post-processing)"
      },
      {
        "title": "Step 5: Player & Gameplay",
        "body": "Create basic:\n\nPlayer controller (FPS, third-person, top-down)\nCamera setup\nInput handling\nBasic interactions"
      },
      {
        "title": "Post-Apocalyptic Scene",
        "body": "Destroyed urban environment\nRuined buildings and debris\nOvergrown vegetation\nAtmospheric fog and lighting\nScattered resources/props"
      },
      {
        "title": "Fantasy Forest",
        "body": "Dense woodland terrain\nRivers and lakes\nFantasy vegetation\nMagical lighting effects\nPathways and clearings"
      },
      {
        "title": "Dungeon Crawler",
        "body": "Procedural room generation\nCorridor systems\nTorch/candle lighting\nTraps and enemy spawners\nLoot chests"
      },
      {
        "title": "Quick Reference",
        "body": "TaskMethodAPI/ToolCreate TerrainEditor scriptTerrain.CreateTerrainGameObjectSculpt TerrainNoise/heightmapsTerrainData.SetHeightsAdd VegetationTree/Grass paintingTerrainData.treeInstancesSetup LightingURP/HDRPUniversalAdditionalLightDataPost-ProcessingVolume componentsVolume + profilesPlayer ControllerCharacter ControllerCharacterController componentProcedural MeshesRuntime generationMesh class"
      },
      {
        "title": "Editor Tools",
        "body": "See scripts/ for automation tools:\n\nSceneSetupWizard.cs - One-click scene initialization\nTerrainGenerator.cs - Procedural terrain creation\nEnvironmentPainter.cs - Batch environment placement\nLightingSetup.cs - Automated lighting configuration"
      },
      {
        "title": "References",
        "body": "See references/ for detailed documentation:\n\nunity-apis.md - Current Unity API reference\nterrain-tools.md - Terrain system documentation\nurp-setup.md - Universal Render Pipeline guide\nlevel-design-patterns.md - Best practices and patterns"
      },
      {
        "title": "Common Mistakes",
        "body": "Wrong render pipeline: Check if project uses URP, HDRP, or Built-in RP\nTerrain scale: Unity terrain uses different height/length scales\nLighting baking: Realtime GI can be slow; use baked lighting for static geometry\nPerformance: Too many trees/colliders will kill performance\nScale consistency: Keep player, environment, and props to consistent scale"
      },
      {
        "title": "Example Usage",
        "body": "// Create a post-apocalyptic scene\n[MenuItem(\"Level Design/Post-Apocalyptic Scene\")]\nstatic void CreatePostApocalypticScene()\n{\n    // 1. Create terrain with noise\n    var terrain = TerrainGenerator.CreateRuinedTerrain();\n    \n    // 2. Setup dramatic lighting\n    LightingSetup.CreateDramaticLighting(Color.gray * 0.3f);\n    \n    // 3. Add fog and post-processing\n    PostProcessingSetup.CreateAtmosphericFog();\n    \n    // 4. Scatter debris and props\n    EnvironmentPainter.ScatterDebris(50);\n    \n    // 5. Create player\n    var player = PlayerSetup.CreateFPSPlayer();\n    player.transform.position = new Vector3(0, 5, 0);\n}"
      }
    ],
    "body": "Unity Level Design\nOverview\n\nRapidly 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.\n\nWhen to Use\n\nUse this skill when:\n\nCreating prototype scenes (post-apocalypse, fantasy, sci-fi, dungeon crawler, etc.)\nSetting up Unity terrain, meshes, and ground geometry\nAutomating lighting, post-processing, and environment setup\nBuilding player controllers and basic gameplay systems\nNeed to go from concept to playable scene rapidly\nCore Workflow\nStep 1: Research Current APIs\n\nBefore implementing, check Unity's latest APIs and best practices:\n\nModern Unity Systems:\n\nTerrain Tools package (GPU-accelerated sculpting)\nUniversal Render Pipeline (URP) or High Definition Render Pipeline (HDRP)\nDOTS/ECS for performance-critical scenarios\nShader Graph for custom materials\nVFX Graph for particle effects\n\nKey APIs to reference:\n\nUnityEngine.Terrain - Terrain manipulation\nUnityEditor.TerrainTools - Editor terrain tools\nUnityEngine.Rendering.Universal - URP components\nUnityEditor.SceneManagement - Scene automation\nStep 2: Scene Setup Automation\n\nUse Editor scripts to automate repetitive setup:\n\n// Example: Automated scene initialization\npublic static class SceneSetupHelper\n{\n    [MenuItem(\"Level Design/Create Basic Scene\")]\n    public static void CreateBasicScene()\n    {\n        // Setup lighting\n        SetupLighting();\n        \n        // Create terrain\n        CreateTerrain();\n        \n        // Setup post-processing\n        SetupPostProcessing();\n        \n        // Create player\n        CreatePlayerController();\n    }\n}\n\nStep 3: Terrain Generation\n\nOptions:\n\nUnity Terrain - Best for natural landscapes\nMesh Generation - Best for stylized/architectural\nProcedural Generation - Best for endless/replayable worlds\nStep 4: Environment & Props\n\nAutomate placement of:\n\nVegetation (trees, grass, rocks)\nStructures (buildings, ruins, dungeons)\nLighting (sun, ambient, point lights)\nEffects (fog, particles, post-processing)\nStep 5: Player & Gameplay\n\nCreate basic:\n\nPlayer controller (FPS, third-person, top-down)\nCamera setup\nInput handling\nBasic interactions\nScene Types\nPost-Apocalyptic Scene\nDestroyed urban environment\nRuined buildings and debris\nOvergrown vegetation\nAtmospheric fog and lighting\nScattered resources/props\nFantasy Forest\nDense woodland terrain\nRivers and lakes\nFantasy vegetation\nMagical lighting effects\nPathways and clearings\nDungeon Crawler\nProcedural room generation\nCorridor systems\nTorch/candle lighting\nTraps and enemy spawners\nLoot chests\nQuick Reference\nTask\tMethod\tAPI/Tool\nCreate Terrain\tEditor script\tTerrain.CreateTerrainGameObject\nSculpt Terrain\tNoise/heightmaps\tTerrainData.SetHeights\nAdd Vegetation\tTree/Grass painting\tTerrainData.treeInstances\nSetup Lighting\tURP/HDRP\tUniversalAdditionalLightData\nPost-Processing\tVolume components\tVolume + profiles\nPlayer Controller\tCharacter Controller\tCharacterController component\nProcedural Meshes\tRuntime generation\tMesh class\nEditor Tools\n\nSee scripts/ for automation tools:\n\nSceneSetupWizard.cs - One-click scene initialization\nTerrainGenerator.cs - Procedural terrain creation\nEnvironmentPainter.cs - Batch environment placement\nLightingSetup.cs - Automated lighting configuration\nReferences\n\nSee references/ for detailed documentation:\n\nunity-apis.md - Current Unity API reference\nterrain-tools.md - Terrain system documentation\nurp-setup.md - Universal Render Pipeline guide\nlevel-design-patterns.md - Best practices and patterns\nCommon Mistakes\nWrong render pipeline: Check if project uses URP, HDRP, or Built-in RP\nTerrain scale: Unity terrain uses different height/length scales\nLighting baking: Realtime GI can be slow; use baked lighting for static geometry\nPerformance: Too many trees/colliders will kill performance\nScale consistency: Keep player, environment, and props to consistent scale\nExample Usage\n// Create a post-apocalyptic scene\n[MenuItem(\"Level Design/Post-Apocalyptic Scene\")]\nstatic void CreatePostApocalypticScene()\n{\n    // 1. Create terrain with noise\n    var terrain = TerrainGenerator.CreateRuinedTerrain();\n    \n    // 2. Setup dramatic lighting\n    LightingSetup.CreateDramaticLighting(Color.gray * 0.3f);\n    \n    // 3. Add fog and post-processing\n    PostProcessingSetup.CreateAtmosphericFog();\n    \n    // 4. Scatter debris and props\n    EnvironmentPainter.ScatterDebris(50);\n    \n    // 5. Create player\n    var player = PlayerSetup.CreateFPSPlayer();\n    player.transform.position = new Vector3(0, 5, 0);\n}"
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    "provenanceUrl": "https://clawhub.ai/CryptoRabea/level-design-patterns",
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    "owner": "CryptoRabea",
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