scene-authoring

scene-authoring is a skill for Claude Code, Codex from TheArcForge/Hades. It costs 32 tokens per session (3,348 once invoked), scanned A, original, MIT.

A Unity scene-building guide for creating and organizing scenes, which are the levels or environments in a Unity game.

In plain words
What is it for?
It is for creating scenes, rearranging GameObjects, setting up components and lighting, and automating repeated scene setup.
Why use it?
It helps agents inspect the existing scene before changing its objects, hierarchy, components, lighting, or cameras.

Skill for Claude CodeCodex

Part of the hades plugin — 22 skills, 6 commands shipped together

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add skills/thearcforge/hades/scene-authoring
Any agent
npx skills add TheArcForge/Hades --skill scene-authoring
Clone the repo
git clone --depth 1 https://github.com/TheArcForge/Hades

Made for: Claude Code, Codex.

Or install hades, the plugin that ships this one along with the rest of its 22 skills, 6 commands.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for scene-authoring

README.md
[![agentmods](https://agentmods.dev/badge/skills/thearcforge/hades/scene-authoring.svg)](https://agentmods.dev/skills/thearcforge/hades/scene-authoring)
Your own site
<a href="https://agentmods.dev/skills/thearcforge/hades/scene-authoring"><img src="https://agentmods.dev/badge/skills/thearcforge/hades/scene-authoring.svg" alt="Measured on agentmods" height="20"></a>
Per session 32 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,348 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00032 $0.03348
Opus 5 $0.00016 $0.01674
Sonnet 5 $0.00006 $0.00670
Haiku 4.5 $0.00003 $0.00335

Measured 5d ago against content hash 15f0f5d59404, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

scene-authoring scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 5d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

ClaudeCodePlugin/skills/scene-authoring/SKILL.md · 383 lines

How it starts

The opening of the file, as written. The whole thing — 383 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Scene Authoring

Procedural guide for building and modifying Unity scenes efficiently. Covers hierarchy conventions, programmatic scene setup via editor scripts, and how to use Hades graph queries to understand scene structure before making changes.

When to Apply

Activate when the task involves:

  • Creating a new scene from scratch or populating an empty scene
  • Restructuring an existing scene hierarchy (grouping, renaming, reparenting)
  • Adding and configuring components on GameObjects en masse
  • Setting up lighting, cameras, or environment in a scene
  • Writing an editor utility to automate repetitive scene setup
  • Migrating or duplicating scene structure across multiple scenes

Do NOT activate for architecture decisions about what the scene should contain — use hades:unity-architect and hades:scene-architecture first, then return here to execute.

Project Context Check

Before touching any scene:

  1. Understand the current scene state:

    • Call get_scene_summary("<scene_path>") to retrieve the existing hierarchy, root GameObjects, component counts, and lighting setup — never assume what is already there
    • Call get_project_summary() to identify render pipeline (URP/HDRP/Built-in), Unity version, and project scale; render pipeline determines which components and shader variants are valid
    • Call recall_memory("scene authoring conventions") to surface documented naming rules, hierarchy grouping standards, or team agreements about scene organisation
  2. Adapt work based on findings:

    • If get_scene_summary shows an existing structure → match its naming and grouping conventions exactly
    • If get_project_summary shows URP → use URP Volume and URP Light components; avoid legacy post-processing stack
    • If memory documents a convention (e.g. "all scenes must have a --- Managers --- group") → follow it; if the convention is missing from the new scene, add it

Decision Framework

Should I edit the scene file directly or use an editor script?

Read the full file on GitHub · 383 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 5d ago First seen · 383 lines · 32 tokens per session scan A 15f0f5d59404

Subscribe to this mod's changes

scene-authoring is a skill published in the GitHub repository TheArcForge/Hades (27 stars, last pushed yesterday), licensed MIT. It adds 32 tokens to every session and 3,348 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.