scene-authoring

scene-authoring is a skill for Claude Code, Codex from TheArcForge/UniClaude. It costs 35 tokens per session (1,045 once invoked), scanned A, original, MIT.

A guide to building Unity scenes with editor tools, including GameObjects, hierarchies, components, materials, references, and lighting. A GameObject is an object in a Unity scene, such as a player, light, or wall.

In plain words
What is it for?
Use it to create scenes and levels, build object hierarchies, configure components, connect objects, assign materials, set up lighting, and save the result.
Why use it?
It provides an ordered workflow that prevents missing references, incorrect setup order, and unsaved scene changes.

Skill for Claude CodeCodex

Part of the uniclaude plugin — 11 skills 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/uniclaude/scene-authoring
Any agent
npx skills add TheArcForge/UniClaude --skill scene-authoring
Clone the repo
git clone --depth 1 https://github.com/TheArcForge/UniClaude

Made for: Claude Code, Codex.

Or install uniclaude, the plugin that ships this one along with the rest of its 11 skills.

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/uniclaude/scene-authoring.svg)](https://agentmods.dev/skills/thearcforge/uniclaude/scene-authoring)
Your own site
<a href="https://agentmods.dev/skills/thearcforge/uniclaude/scene-authoring"><img src="https://agentmods.dev/badge/skills/thearcforge/uniclaude/scene-authoring.svg" alt="Measured on agentmods" height="20"></a>
Per session 35 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,045 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 $0.00035 $0.01045
Opus 5 $0.00017 $0.00522
Sonnet 5 $0.00007 $0.00209
Haiku 4.5 $0.00003 $0.00104

Measured 5d ago against content hash ce4a0bbedb7a, 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.

Sidecar~/skills/scene-authoring/SKILL.md · 120 lines

How it starts

The opening of the file, as written. The whole thing — 120 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Scene Authoring with MCP Tools

Efficient tool sequences for building Unity scenes. Always prefer batch operations over individual calls.

GOAL: Build a Scene from Scratch

Approach:

  1. Create the scene asset.
  2. Set up hierarchy structure (parent objects first).
  3. Batch-create child objects with components.
  4. Configure properties and references.
  5. Save the scene.

Tool sequence:

  • scene_create — create and open the new scene.
  • scene_setup — batch create multiple GameObjects with components, properties, and hierarchy in one call. This is the most efficient tool for initial scene population.
  • component_set_properties — batch set remaining properties across multiple objects.
  • reference_set — wire up cross-object references.
  • material_assign — apply materials to renderers.
  • scene_save — save the scene.

Common mistakes:

  • Creating objects one-by-one with scene_create_gameobject when scene_setup can batch them.
  • Forgetting to save the scene after modifications.
  • Setting properties before all objects exist (references will fail if target doesn't exist yet).

GOAL: Set Up a Level with Primitives

Approach:

  1. Create floor/walls with primitives.
  2. Add physics colliders (auto-added with primitives).
  3. Position and scale using component_set_properties.
  4. Apply materials.

Tool sequence:

  • scene_create_primitive — create Plane for floor (scale: 10,1,10).
  • scene_create_primitive — create Cubes for walls (position + scale per wall).
  • material_create — create materials for surfaces.
  • material_assign — apply to renderers.
  • component_set_properties — batch adjust transforms if needed.

Common mistakes:

  • Forgetting that primitives come with colliders by default (no need to add separately).
  • Not parenting walls under a "Walls" empty for organization.

GOAL: Set Up Lighting

Approach:

  1. Create light GameObjects.
  2. Configure light component properties.
  3. Set environment lighting in project settings.

Tool sequence:

  • scene_create_gameobject — create empty, name "Directional Light".
  • component_add — add Light component.
  • component_set_properties — set type (Directional), color, intensity, shadows.
  • For point/spot lights: scene_create_gameobject + component_add + position via transform.

Read the full file on GitHub · 120 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 · 120 lines · 35 tokens per session scan A ce4a0bbedb7a

Subscribe to this mod's changes

scene-authoring is a skill published in the GitHub repository TheArcForge/UniClaude (51 stars, last pushed 3mo ago), licensed MIT. It adds 35 tokens to every session and 1,045 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.