๋ณธ๋ฌธ์œผ๋กœ ๊ฑด๋„ˆ๋›ฐ๊ธฐ
cccskills

Scenario

@scenario-labs

์กฐ์ง

Scenario enables developers & artists to create high-quality, style-consistent, proprietary game assets based on #GenerativeAI. ๐Ÿš€๐Ÿš€๐Ÿš€

์Šคํ‚ฌ 173๊ฐœ์ €์žฅ์†Œ 1๊ฐœ 1.1์ฒœ

์Šคํ‚ฌ(173)

๊ฒ€์ƒ‰์—์„œ ์ขํžˆ๊ธฐ

Skill Development

๋ฌด๋ฃŒ

This skill should be used when the user wants to "create a skill", "add a skill to plugin", "write a new skill", "improve skill description", "organize skill content", or needs guidance on skill structure, progressive disclosure, or skill development best practices for Claude Code plugins.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

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.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

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.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

Use when making a trailer, cutscene, cinematic or short film in Unreal Engine 5.8 with Sequencer: shot lists, master and shot sequences, cameras, lenses, depth of field, camera cuts, spawnables, character animation in shots, per-shot lighting, Movie Render Graph or Movie Render Queue EXR renders, "render darker than the viewport", "first frames pop", "last frame missing", ACES or OCIO to DaVinci Resolve, the 180-degree rule, Sequencer Python, or reviewing a cut.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

scenario-unity-vfx

๋ฌด๋ฃŒ

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.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

Use when setting up URP (or choosing URP vs HDRP), configuring URP assets and quality tiers for PC and phones, lighting a stylized or realistic Unity scene (sun, sky, baked or mixed lightmaps, Shadowmask, Adaptive Probe Volumes, reflection probes), or fixing blurry shadows, light leaks, gray bakes, washed-out images, tonemapping and grading, bloom too expensive on mobile, TAA, STP or MSAA choices, GPU Resident Drawer setup, shader warm-up hitches, or a custom shader that vanished or lost its baked light.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

skill-creator

๋ฌด๋ฃŒ

Create new skills, modify and improve existing skills, and measure skill performance. Use when users want to create a skill from scratch, edit, or optimize an existing skill, run evals to test a skill, benchmark skill performance with variance analysis, or optimize a skill's description for better triggering accuracy.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

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.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

scenario-unity-web

๋ฌด๋ฃŒ

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.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

scenario-unity-expert

๋ฌด๋ฃŒ

Use when an agent drives Unity 6.3 (6000.3) on a Mac for any task: batch mode and -executeMethod jobs, a running editor (the user's GUI editor or a headless one), the Unity CLI and com.unity.pipeline, MCP servers, the Test Framework, command-line builds; when a batch run fails silently, 'Scripts have compiler errors', a capture comes back black or pink, or a result must be proven with numbers and a frame; or when a Unity brief must go to the right scenario-unity-* specialist.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

scenario-unity-ui

๋ฌด๋ฃŒ

Use when building or fixing game UI in Unity 6.3: main menu, settings screen (resolution, quality, volume, key rebinding), HUD, health bar, minimap frame; choosing uGUI or UI Toolkit or mixing both; 'UI scales wrong on phones', portrait to 4K, Canvas Scaler, anchors, layout groups collapsing, sort order, UXML/USS, data binding, TextMeshPro or UI Toolkit fonts missing glyphs, localized menus, gamepad navigation, UI draw calls, canvas rebuild spikes, UI tests, or capturing UI to check it.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

scenario-godot-shaders

๋ฌด๋ฃŒ

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'.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

scenario-godot-2d

๋ฌด๋ฃŒ

Use when building a 2D game in Godot 4.7: make a platformer or top-down controller that feels right (coyote time, jump buffer, jump height), TileMapLayer and TileSet in code, terrains and autotiles that pick wrong tiles, a dual grid, a camera that jitters or stutters, pixel art that looks blurry or uneven, stretch and integer scaling, 2D lights and shadows, y-sort order wrong, parallax gaps, or importing AI-generated sprites and tilesets from Scenario.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

scenario-godot-vfx

๋ฌด๋ฃŒ

Use when making or fixing particle effects and game feel in Godot 4.7: GPUParticles3D or GPUParticles2D explosion, fireball projectile with trail, impact, sparks, smoke, shockwave, ribbon trails, sub-emitters, particle collision, color curve does nothing, particles pop out or vanish, effect too heavy on mobile, CPUParticles fallback for Compatibility or web, overdraw, hit-stop, freeze frame, screen shake, juice.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

scenario-godot-3d-world

๋ฌด๋ฃŒ

Use when building 3D levels and worlds in Godot 4.7: third-person or FPS controller, player stuck on stairs, spring arm camera clipping, blockout with CSG, GridMap and MeshLibrary, terrain (heightmap, HeightMapShape3D, Terrain3D regions, textures, painting), scattering trees with MultiMesh, streaming a big world, procedural meshes with SurfaceTool, Jolt physics settings, importing GLB or glTF from Blender or AI generators (Scenario, Tripo, Meshy, Hitem3D), import scripts, name suffixes, model facing, collision generation, LODs.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

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.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

scenario-unreal-materials

๋ฌด๋ฃŒ

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".

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

scenario-unity-shaders

๋ฌด๋ฃŒ

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.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

scenario-godot-expert

๋ฌด๋ฃŒ

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.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

scenario-unreal-gameplay

๋ฌด๋ฃŒ

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.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

scenario-unreal-expert

๋ฌด๋ฃŒ

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.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

Use when structuring Godot 4.7 game code: folders, scenes and nodes, signals or an event bus autoload, custom Resources for item data, components (health, hitbox, hurtbox), an inventory, save and load, InputMap and key rebinding for keyboard, mouse and gamepad, GDScript static typing and style, or GDScript vs C#; or when code is spaghetti, a folder scan breaks in the export, a save loads wrong, the gamepad does nothing, or @onready is null.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

scenario-godot-gameplay

๋ฌด๋ฃŒ

Use when building gameplay systems in Godot 4.7: enemy AI that patrols, chases and attacks, state machines, behavior trees (LimboAI), NavigationAgent3D pathfinding and avoidance for 100 to 1000 enemies, 'agents stack up' or 'path is empty', hitbox and hurtbox combat, fast bullets going through walls, save and load, inventory, quests, dialogue (Dialogue Manager), input remapping, procedural dungeons, or measuring agent counts and frame time headless.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

scenario-unity-gameplay

๋ฌด๋ฃŒ

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.

ํ•œ๊ตญ์–ด ์š”์•ฝ์€ ์ค€๋น„ ์ค‘์ž…๋‹ˆ๋‹ค. ์›๋ฌธ ์„ค๋ช…์„ ํ‘œ์‹œํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

scenario-labs/skills1.1์ฒœ2026๋…„ 10์›” 21์ผ ์—…๋ฐ์ดํŠธ

๋ณธ์ธ ๊ณ„์ •์ธ๊ฐ€์š”? GitHub๋ฅผ ์—ฐ๋™ํ•˜๋ฉด ํฌ๋ฆฌ์—์ดํ„ฐ ํŽ˜์ด์ง€์— ๋ชจ์„ ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค (์ผ๋ณธ์–ด)