Refresh the current pull request description from its net changes, following the repository's PR template, when asked to update or write the PR summary. Works in any Scenario repository, whatever its default branch.
ํ๊ตญ์ด ์์ฝ์ ์ค๋น ์ค์
๋๋ค. ์๋ฌธ ์ค๋ช
์ ํ์ํ๊ณ ์์ต๋๋ค.
scenario-labs/skillsโ 1.1์ฒ2026๋
10์ 21์ผ ์
๋ฐ์ดํธ
Use when creating or revising finished video thumbnails or cover images with Scenario: game trailers, boss reveals, patch updates, devlogs, or community videos needing readable composition, exact headline text and consistent characters. Not for title ideas or critique alone, in-video title cards, or a generic image without a thumbnail deliverable.
ํ๊ตญ์ด ์์ฝ์ ์ค๋น ์ค์
๋๋ค. ์๋ฌธ ์ค๋ช
์ ํ์ํ๊ณ ์์ต๋๋ค.
scenario-labs/skillsโ 1.1์ฒ2026๋
10์ 21์ผ ์
๋ฐ์ดํธ
Use when creating a ChatGPT pet or Codex pet with Scenario: hatching an animated companion from a text idea, a character, mascot or brand cue, or reference photos and art; making the 1536x2288 v2 pet sprite sheet with nine animation states and sixteen look directions, the 1536x1872 v1 sheet ChatGPT web uploads, a pixel-perfect pixel-art pet, an animated GIF of the pet, or a Codex pet.json package.
ํ๊ตญ์ด ์์ฝ์ ์ค๋น ์ค์
๋๋ค. ์๋ฌธ ์ค๋ช
์ ํ์ํ๊ณ ์์ต๋๋ค.
scenario-labs/skillsโ 1.1์ฒ2026๋
10์ 21์ผ ์
๋ฐ์ดํธ
Use when changing an existing ChatGPT pet or Codex pet sprite sheet with Scenario: fixing a broken row, frame, jump or edge, regenerating one animation state, adding the sixteen look directions to a 1536x1872 v1 sheet, giving the pet a new outfit, color or accessory, renaming it in its pet.json, or checking a pet sheet and previewing it as an animated GIF.
ํ๊ตญ์ด ์์ฝ์ ์ค๋น ์ค์
๋๋ค. ์๋ฌธ ์ค๋ช
์ ํ์ํ๊ณ ์์ต๋๋ค.
scenario-labs/skillsโ 1.1์ฒ2026๋
10์ 21์ผ ์
๋ฐ์ดํธ
Use when one image must be composed from several reference pictures through the Scenario MCP server, each lending one thing: the character from one, the place, pose, style, light, palette, material, outfit, or layout from others. Also when a reference leaks into the result (its object, colors, or face showing where it should not) or a reference's role is ignored. Keywords: multi-reference, reference roles, combine references, style reference, pose reference, give each picture a job.
ํ๊ตญ์ด ์์ฝ์ ์ค๋น ์ค์
๋๋ค. ์๋ฌธ ์ค๋ช
์ ํ์ํ๊ณ ์์ต๋๋ค.
scenario-labs/skillsโ 1.1์ฒ2026๋
10์ 21์ผ ์
๋ฐ์ดํธ
Use when making multiple independent ad or campaign edits from existing footage with Scenario: hook, CTA, copy, end-card, placement, or targeted visual variants. Also for revising one variant or resuming a partially completed batch. Not for a new commercial from a still image, ordinary single-clip grading, or automatic Cartesian combinations.
ํ๊ตญ์ด ์์ฝ์ ์ค๋น ์ค์
๋๋ค. ์๋ฌธ ์ค๋ช
์ ํ์ํ๊ณ ์์ต๋๋ค.
scenario-labs/skillsโ 1.1์ฒ2026๋
10์ 21์ผ ์
๋ฐ์ดํธ
Use when building or debugging UE5 gameplay: a character with double jump or dash, abilities with cooldowns, enemy AI that patrols, chases and attacks, a health bar or HUD; choosing Blueprint vs C++, GAS or not, StateTree vs Behavior Tree, EQS or Mass; setting up Enhanced Input, Common UI or UMG; replication, RepNotify, save games, World Partition state; "Blueprints are slow", Tick, casts and hard references; "ability won't activate", "enemy ignores the player"; or writing automated gameplay tests with injected input.
ํ๊ตญ์ด ์์ฝ์ ์ค๋น ์ค์
๋๋ค. ์๋ฌธ ์ค๋ช
์ ํ์ํ๊ณ ์์ต๋๋ค.
scenario-labs/skillsโ 1.1์ฒ2026๋
10์ 21์ผ ์
๋ฐ์ดํธ
Use when a UE5 task involves materials or textures: a master material and instances for a kit, Substrate or legacy, Blendable vs Adaptive GBuffer, glass, emissive screens, decals, edge wear and dirt, landscape layers and RVT, toon or cel shading, "too many shaders" or shader permutations, static switches, usage flags, texture compression (BC7, normal maps, ORM packing, sRGB), texture memory, or "is this material expensive".
ํ๊ตญ์ด ์์ฝ์ ์ค๋น ์ค์
๋๋ค. ์๋ฌธ ์ค๋ช
์ ํ์ํ๊ณ ์์ต๋๋ค.
scenario-labs/skillsโ 1.1์ฒ2026๋
10์ 21์ผ ์
๋ฐ์ดํธ
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.
ํ๊ตญ์ด ์์ฝ์ ์ค๋น ์ค์
๋๋ค. ์๋ฌธ ์ค๋ช
์ ํ์ํ๊ณ ์์ต๋๋ค.
scenario-labs/skillsโ 1.1์ฒ2026๋
10์ 21์ผ ์
๋ฐ์ดํธ
Use when a Unity 6.3 game must run in a browser: 'export to WebGL', Web build settings or Build Profiles, gzip or Brotli, Decompression Fallback, server headers, 'Unable to parse .framework.js.br', build too big or slow to load, itch.io, CrazyGames or Poki limits, Addressables or AssetBundles on the Web, 'Could not produce class with ID', Task.Run freezing the browser, WebGL 2 vs WebGPU, .jslib and SendMessage interop, a page text field that gets no keystrokes, mobile browsers crashing, HTTPS for sensors, hosting and rollout.
ํ๊ตญ์ด ์์ฝ์ ์ค๋น ์ค์
๋๋ค. ์๋ฌธ ์ค๋ช
์ ํ์ํ๊ณ ์์ต๋๋ค.
scenario-labs/skillsโ 1.1์ฒ2026๋
10์ 21์ผ ์
๋ฐ์ดํธ
Use when an agent drives Unreal Engine 5.8 on a Mac for any task: Editor Python (the unreal module), headless UnrealEditor-Cmd -run=pythonscript jobs, Epic's Unreal MCP server, the Remote Control API, console commands and cvars; when a script breaks on 5.8 (EditorLevelLibrary, Remote Control calls refused, Substrate materials black, MRQ presets); when a level, material, shot or build must be judged by numbers and a screenshot before it is called done; or when a brief must go to the right scenario-unreal-* specialist.
ํ๊ตญ์ด ์์ฝ์ ์ค๋น ์ค์
๋๋ค. ์๋ฌธ ์ค๋ช
์ ํ์ํ๊ณ ์์ต๋๋ค.
scenario-labs/skillsโ 1.1์ฒ2026๋
10์ 21์ผ ์
๋ฐ์ดํธ
Use when an Unreal Engine 5.8 project misses its frame rate or stutters: "optimize to 60 fps", "we run at 38 fps", CPU or GPU bound, game or render thread too long, hitches, traversal or shader stutter (PSO), GC spikes, camera-cut spikes, Lumen, Nanite, VSM, ray tracing, foliage, crowds or Niagara too expensive, async compute, stat unit, ProfileGPU, Unreal Insights, TraceQuery, snapshothitches, scalability and device profiles, dynamic resolution and TSR, streaming budgets, or proving a fix with before and after captures.
ํ๊ตญ์ด ์์ฝ์ ์ค๋น ์ค์
๋๋ค. ์๋ฌธ ์ค๋ช
์ ํ์ํ๊ณ ์์ต๋๋ค.
scenario-labs/skillsโ 1.1์ฒ2026๋
10์ 21์ผ ์
๋ฐ์ดํธ
Use when automating a Unity 6.3 content pipeline or build: importing an art drop (FBX, PNG) with AssetPostprocessor rules and naming conventions, generating prefabs or editing scenes from script with correct Undo and SetDirty, Addressables groups, labels and content builds, content-validation tests, batch-mode, command-line or CI builds (Build Profiles, GameCI, GitHub Actions, Accelerator), editor tools; or when textures import wrong or reimport every run, a scripted edit vanishes, bundles duplicate assets, a batch build ignores its defines, or CI cannot activate Unity.
ํ๊ตญ์ด ์์ฝ์ ์ค๋น ์ค์
๋๋ค. ์๋ฌธ ์ค๋ช
์ ํ์ํ๊ณ ์์ต๋๋ค.
scenario-labs/skillsโ 1.1์ฒ2026๋
10์ 21์ผ ์
๋ฐ์ดํธ
Use when a Unity 6.3 URP task involves shaders: hand-written HLSL, Shader Graph water, toon, dissolve or outline, Custom Function nodes, a renderer feature or full-screen effect on Render Graph, compute shaders, shader variants, keywords, stripping, Shader Build Settings, PSO warm-up, or shader cost; or when a material turns pink or invisible, casts no shadow, ignores extra lights under Forward+, an effect 'does nothing', the game stutters the first time something appears, or builds bloat with variants.
ํ๊ตญ์ด ์์ฝ์ ์ค๋น ์ค์
๋๋ค. ์๋ฌธ ์ค๋ช
์ ํ์ํ๊ณ ์์ต๋๋ค.
scenario-labs/skillsโ 1.1์ฒ2026๋
10์ 21์ผ ์
๋ฐ์ดํธ
Use when a Unity 6.3 game targets Android or iOS: phone frame budget, overheating after 20 minutes, 'my game stutters on phones', ASTC or ETC2 textures, audio import, URP mobile settings, touch controls, on-screen joystick, UI under the notch or safe area, slow startup, ANRs, 'Android build fails', AAB, keystore signing, target API 36, Google Play upload, iOS Xcode export or archive, privacy manifest, app size, in-app purchases (IAP 5), rewarded ads (LevelPlay), ad consent.
ํ๊ตญ์ด ์์ฝ์ ์ค๋น ์ค์
๋๋ค. ์๋ฌธ ์ค๋ช
์ ํ์ํ๊ณ ์์ต๋๋ค.
scenario-labs/skillsโ 1.1์ฒ2026๋
10์ 21์ผ ์
๋ฐ์ดํธ
Use when a Unity 6.3 game is slow or stutters: low fps, frame spikes, hitches when entering areas or on first effects, GC spikes, too many draw calls or SetPass calls, CPU vs GPU bound questions, Profiler, Profile Analyzer, Memory Profiler, Frame Debugger or Project Auditor work, GPU Resident Drawer or SRP Batcher setup, LOD and Mesh LOD, shader warm-up and variants, memory or VRAM budgets, IL2CPP and build size, or proving a fix with numbers from a player.
ํ๊ตญ์ด ์์ฝ์ ์ค๋น ์ค์
๋๋ค. ์๋ฌธ ์ค๋ช
์ ํ์ํ๊ณ ์์ต๋๋ค.
scenario-labs/skillsโ 1.1์ฒ2026๋
10์ 21์ผ ์
๋ฐ์ดํธ
Use when making or fixing real-time VFX in Unity 6.3: explosions, fireballs, projectiles with muzzle, trail and impact, spells, slashes, shockwaves, smoke, sparks, Particle System (Shuriken) or VFX Graph ('VFX Graph explosion', 'particles look bad', 'effect kills fps on mobile', 'too much overdraw'), mesh effects with scrolling textures, an uber VFX shader with LUT ramps, Custom Data and custom vertex streams, flipbooks and VFX textures, pink particles after URP upgrade, VFX budgets and readability.
ํ๊ตญ์ด ์์ฝ์ ์ค๋น ์ค์
๋๋ค. ์๋ฌธ ์ค๋ช
์ ํ์ํ๊ณ ์์ต๋๋ค.
scenario-labs/skillsโ 1.1์ฒ2026๋
10์ 21์ผ ์
๋ฐ์ดํธ
Use when building or fixing an Unreal Engine 5 level or open world: World Partition, OFPA, Data Layers, Level Instances, Packed Level Actors, HLOD, landscape size, heightmap import or clipping, edit layers, terrain material rules, foliage and grass, a PCG forest or rock scatter, runtime GPU grass, Nanite and tessellation choices, modular kits, a river or village, streaming pop-in, cells not loading, landscape black spots, "PCG shows nothing in the editor", or a world too heavy to hand to lighting.
ํ๊ตญ์ด ์์ฝ์ ์ค๋น ์ค์
๋๋ค. ์๋ฌธ ์ค๋ช
์ ํ์ํ๊ณ ์์ต๋๋ค.
scenario-labs/skillsโ 1.1์ฒ2026๋
10์ 21์ผ ์
๋ฐ์ดํธ
Use when Godot 4.7 work must run without a mouse or at scale: batch import of hundreds of GLB props or an AI image-to-3D art drop, naming rules, import presets and post-import scripts, editor plugins, EditorScript and @tool, EditorImportPlugin, GUT or gdUnit4 tests in CI, a GitHub Actions export workflow, GDExtension basics, or a Godot MCP server; also when --import is slow, textures stay uncompressed, tests pass locally but CI fails, or an export ships test folders.
ํ๊ตญ์ด ์์ฝ์ ์ค๋น ์ค์
๋๋ค. ์๋ฌธ ์ค๋ช
์ ํ์ํ๊ณ ์์ต๋๋ค.
scenario-labs/skillsโ 1.1์ฒ2026๋
10์ 21์ผ ์
๋ฐ์ดํธ
Use when a Godot game stutters, drops frames, hitches when entering new areas, overheats a phone, or must ship: profiling and Performance monitors, CPU or GPU bound, draw calls, MultiMesh, occlusion culling, LOD, shader compilation hitches, export to macOS, Windows, Linux, Steam, Android (APK, AAB, keystore), iOS (Xcode), web (itch.io, COOP/COEP headers, SharedArrayBuffer, JavaScript interop), build size budgets, demo and DLC builds, signing and notarization.
ํ๊ตญ์ด ์์ฝ์ ์ค๋น ์ค์
๋๋ค. ์๋ฌธ ์ค๋ช
์ ํ์ํ๊ณ ์์ต๋๋ค.
scenario-labs/skillsโ 1.1์ฒ2026๋
10์ 21์ผ ์
๋ฐ์ดํธ
Use when writing or fixing Godot 4.7 shaders: .gdshader code (spatial, canvas_item, particles, sky, fog), VisualShader graphs built in code, stylized or toon water, dissolve or burn effects, hit flash, outlines, X-ray or portals with the stencil buffer, depth or screen-texture post-processing, global or per-instance uniforms, compute shaders and Texture2DRD, the shader baker; or when 'shader compiles but looks wrong', 'black screen from my post effect', 'my Godot 3 shader breaks', 'colors look washed out', 'first-launch shader stutter'.
ํ๊ตญ์ด ์์ฝ์ ์ค๋น ์ค์
๋๋ค. ์๋ฌธ ์ค๋ช
์ ํ์ํ๊ณ ์์ต๋๋ค.
scenario-labs/skillsโ 1.1์ฒ2026๋
10์ 21์ผ ์
๋ฐ์ดํธ
Use when an agent drives Godot 4.7 on macOS or Windows for any task: headless --script jobs, --import, --check-only, command-line exports, GUT tests, windowed screenshots, the headless editor (-e) or an MCP server into a running editor; when a run hangs or fails silently, a capture is black, Godot 3 code breaks in 4.x, 'Identifier not found', export templates are missing; or when a Godot brief (2D, 3D, shaders, VFX, UI, multiplayer, export) must go to the right scenario-godot-* specialist.
ํ๊ตญ์ด ์์ฝ์ ์ค๋น ์ค์
๋๋ค. ์๋ฌธ ์ค๋ช
์ ํ์ํ๊ณ ์์ต๋๋ค.
scenario-labs/skillsโ 1.1์ฒ2026๋
10์ 21์ผ ์
๋ฐ์ดํธ
Use when building or debugging Unity gameplay systems: enemy AI that patrols, chases and attacks, NavMesh baking and agents (AI Navigation 2), feet sliding on agents, state machines or behavior trees, physics projectiles that tunnel, the physics spiral, layers and the collision matrix, CharacterController vs Rigidbody characters, object pooling, 'hundreds of enemies', DOTS, Burst or Jobs decisions, Netcode for GameObjects multiplayer, audio mixers, snapshots, volume sliders and 3D combat sounds.
ํ๊ตญ์ด ์์ฝ์ ์ค๋น ์ค์
๋๋ค. ์๋ฌธ ์ค๋ช
์ ํ์ํ๊ณ ์์ต๋๋ค.
scenario-labs/skillsโ 1.1์ฒ2026๋
10์ 21์ผ ์
๋ฐ์ดํธ
Use when adding or fixing sound in Godot 4.7: audio buses and effects, volume sliders, 'too many sounds', combat audio with hundreds of enemies, sounds clipping or distorting, 3D sound too quiet or not panning, reverb zones not working, occlusion, adaptive or interactive music (AudioStreamInteractive, layers, stingers), music loops with gaps, SFX that repeat, AudioStreamRandomizer, AudioStreamGenerator, import settings, or importing AI-generated music, SFX and voice from Scenario or ElevenLabs.
ํ๊ตญ์ด ์์ฝ์ ์ค๋น ์ค์
๋๋ค. ์๋ฌธ ์ค๋ช
์ ํ์ํ๊ณ ์์ต๋๋ค.
scenario-labs/skillsโ 1.1์ฒ2026๋
10์ 21์ผ ์
๋ฐ์ดํธ