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.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 1,0052026年10月14日 更新
Use when a Godot 4 game goes online or co-op: host and join with ENet, WebSocket for a web build, RPCs (@rpc, rpc_id, any_peer), MultiplayerSpawner and MultiplayerSynchronizer, player authority, lobbies and login, a dedicated or headless server export, lag, rubber-banding, prediction or netfox, cheating, bandwidth, Steam, Nakama or WebRTC. Symptoms: players do not appear on the client, 'rpc node checksum failed', 'node not found' on an RPC, desync, the server build is huge, a client never connects.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 1,0052026年10月14日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 1,0052026年10月14日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 1,0052026年10月14日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 1,0052026年10月14日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 1,0052026年10月14日 更新
Use when building a 2D game in Unity 6.3 URP: pixel-art or HD sprite import and PPU, sprite atlases, Tilemaps, Rule Tiles and reskins, the 2D Renderer and 2D lights with normal maps, 2D animation, a platformer or top-down controller ("make a platformer controller that feels good", coyote time, jump buffer, one-way platforms, spikes), Pixel Perfect Camera, a follow or room camera, hit stop and screen shake; or when pixel art looks blurry or shimmers, tiles show seams, 2D lights do nothing or cost too much, the jump feels floaty, or the camera loses the player when falling.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 1,0052026年10月14日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 1,0052026年10月14日 更新
Use when animating a character or prop in Maya through Python: a walk or run cycle, a jump or landing, a heavy lift, throw or punch, an acting or dialogue shot, lip sync, eye darts and blinks, stepped blocking, splining, polish, Graph Editor tangents, animation layers, mocap cleanup or retargeting, game clips and root motion, or reviewing a playblast. Also when motion looks floaty, weightless, mushy, poppy, posey, sliding or chattery, or feet slap or skate.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 1,0052026年10月14日 更新
Use when turning images or photos into 3D meshes with Sparc3D models on Scenario via MCP: single-image or multi-view image-to-3D, watertight meshes for game assets, AR/VR, or 3D printing, mesh-only versus PBR-textured output, face count targets, resolution tiers, or reconstructing human heads and busts with the Portrait variants. Keywords: Sparc3D 2.1 and 2.0, Hitem3D, image to 3D, img23d, multiview, watertight, PBR, GLB, OBJ, STL, FBX.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 1,0052026年10月14日 更新
Use when connecting an AI agent to Scenario (scenario.com) through MCP, or when a task involves generating images, video, 3D, audio, sprites, textures, or game assets. Also when picking a Scenario model, running a LoRA, refining a generation prompt, uploading reference images, waiting on generation jobs, checking credits or quota, hitting Scenario auth, scope, or Forbidden errors, or setting up mcp.scenario.com in Claude Code, Cursor, VSCode, or another agent.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 1,0052026年10月14日 更新
Use when modeling in Autodesk Maya, such as hard-surface props, weapons, vehicles, a sci-fi crate, a game-ready or SubD film model, or a character or creature base mesh, or when asked to "clean up this model" or a scene before rigging or UVs. Also for support loops vs bevels vs creases, Smart Bevel, weighted normals, hard edges, pinching or wobbly highlights, a faceted cage, flipped faces, a triangle budget, n-gons, non-manifold geometry, mirroring a half, a low poly from a high poly, or deformation-ready topology.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 1,0052026年10月14日 更新
Use when turning a dense sculpt, scan or AI-generated mesh into clean topology in Blender, for animation, subdivision or a game low poly with a triangle budget. Also when choosing between QuadriFlow or voxel remesh and manual retopo, placing loops around eyes, mouth and joints, deciding pole placement, setting up a Shrinkwrap cage, fixing volume loss after subdivision, preparing a low poly for baking, or auditing topology for spirals, 6-poles and triangles. Keywords: retopo, retopology, quad remesh, clean up an AI mesh, edge flow, low poly, bake prep.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 1,0052026年10月14日 更新
Use when writing or fixing Maya pipeline code in Python: mayapy batch jobs over many scenes, validating and auto-fixing scenes, FBX export for Unreal or Unity (static, skeletal, animation clips, Game Exporter), Alembic or GPU caches, USD export, stages and layers, references and namespaces, PySide6 tool windows, OpenMaya 2.0 plug-ins, or slow playback. Also when an FBX lands with wrong scale, normals, tangents or extra takes, a USD export has one frame or smoothed meshes, or one bad file kills a batch.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 1,0052026年10月14日 更新
Use when modeling hard surface in ZBrush 2026 (sci-fi helmet, weapon, prop, armor plates, mechanical parts, kitbash, vents, panel lines, bolts, concept to game asset), when using ZModeler, Dynamic Subdivision and creasing, Live Boolean, Knife, Clip, Slice or Trim curves, IMM, ArrayMesh, NanoMesh or Panel Loops, or when edges look razor sharp, a Make Boolean Mesh fails or leaves holes, planes look wobbly, Mirror And Weld erased an edit, or ZRemesher ruins a hard-surface part.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 1,0052026年10月14日 更新
Use when modeling hard-surface objects in Blender (sci-fi panels, props, weapons, vehicles, robots, machined or product parts) with booleans and cutters, bevel modifiers, weighted normals, or subdivision with support loops or creases. Also when shading is broken (smears on flat faces, stretching near a cut, pinching), a bevel shrinks or vanishes after a boolean, a boolean empties the mesh or leaves holes, choosing n-gons vs quads, or making a game-ready mid-poly.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 1,0052026年10月14日 更新
Use when a story must unfold across a sequence of Scenario images: a comic page or strip, manga or webtoon panels, a children's storybook, a film, game, or ad storyboard, animatic pre-viz frames, or any shot list where the same characters and world must persist from panel to panel and dialogue must stay legible. Keywords: storyboard, comic, panel, sequential art, storybook, shot list, pre-viz, animatic, scene to scene, character consistency.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 1,0052026年10月14日 更新
Use when turning a dense sculpt, scan, ZBrush export or AI-generated mesh into animation-ready or game-ready topology in Maya without a mouse ("clean up this AI mesh", "retopo this character", Quad Draw, Retopologize), testing it deforms before rigging (bad elbow or wrist bend, lids popping through the eyes), or unwrapping UVs, cutting seams, setting texel density, mip-safe padding, UDIMs, lightmap UVs, stacking mirrored shells, or preparing a low poly and cage for baking. Keywords: edge flow, eye and mouth loops, Unfold3D, bake prep.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 1,0052026年10月14日 更新
Use when grooming hair or fur in Blender with hair curves, such as a character hairstyle, animal fur, procedural fur in geometry nodes, or hair cards and mesh hair for games. Also covers the Essentials hair node assets (Interpolate, Clump, Curl, Frizz, Noise, Trim), density masks, bald spots, parting lines, strand shading in Cycles or EEVEE, and slow grooms. Use it too when a hair script misbehaves headless, for example stale modifier inputs or curve sculpt brushes that do nothing.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 1,0052026年10月14日 更新
Use when a Maya task involves simulation or procedural effects: nCloth or Nucleus (a cape, skirt, flag or garment on an animated character, cloth through the body, jittery or stretchy cloth), nParticles, Bifrost graphs (Aero smoke, dust puff, mist, fire, liquids, MPM cloth, snow, sand, "Bifrost smoke"), MASH scattering or motion graphics, sim caches (nCache, Alembic, OpenVDB, file_cache, USD) or FX delivered to lighting or a game engine (flipbook sprites).
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 1,0052026年10月14日 更新
Use when animating 2D game art with Scenario: walk, idle or attack cycles in 4 or 8 directions, isometric sprite sheets, animated GIFs, frame-by-frame pixel art animation, VFX loops such as fire or smoke, looping a sprite seamlessly, animating an existing character image, a full animation sheet from one prompt, extracting animation frames from a generated video, or slicing a sprite sheet into engine-ready frames for Unity, Godot, or Unreal. Keywords: spritesheet, keyframes, frame grid, GIF.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 1,0052026年10月14日 更新
Use when rigging a character, creature or prop in Maya: "rig this character", placing or orienting joints, Orient Joint doing nothing, IK/FK switch and matching, pole vector flips or elbow drift, space switching, foot roll, spline IK spine, offsetParentMatrix, blendMatrix or matrix rigging, controls and lockdown for animators, Quick Rig, HumanIK, AdvancedSkeleton or mGear, a game skeleton for Unreal or Unity, or a slow rig (parallel evaluation, profiling, GPU Override not kicking in).
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 1,0052026年10月14日 更新
Use when creating or refining 3D assets with Meshy models on Scenario via MCP: image-to-3D from one photo or 1-4 multi-view angles, text-to-3D, retexturing an existing GLB, remeshing to a target polycount, UV unwrapping, auto-rigging a humanoid character, or applying a library animation clip. Keywords: Meshy 7 and Meshy 6, Ultra mode, Smart Topology, PBR maps, texture prompt, triangle or quad topology, game-ready mesh, A-pose, T-pose, GLB pipeline.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 1,0052026年10月14日 更新
Use when generating or handling audio on Scenario via MCP. Triggers include music tracks, full-length songs with vocals written from lyrics, background scores, soundtracks, game sound effects, SFX, foley, ambience, looping audio, voiceover, narration, speech, TTS, text-to-speech, dialogue, voice cloning, re-voicing a recording, scoring or adding sound to a video, transcription, or requests to create, wait on, play, or download audio files (MP3, WAV) with Scenario tools.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 1,0052026年10月14日 更新