本文へ移動
cccskills
無料GitHub で公開

unicorn-studio

Use when embedding and customizing Unicorn Studio interactive animations on the web (embed, responsive sizing, performance, layering with UI, fallbacks).

インストール方法を見る

含まれるファイル(5)

  • SKILL.md2.5 KB
  • demo/index.html15.9 KB
  • demo/preview.jpg44.4 KB
  • demo/PROMPT.md1.8 KB
  • REFERENCES.md321 B

SKILL.md(原文)

インストールする前に、エージェントに与えられる指示の中身を確認できます。

Unicorn Studio — No-code WebGL Scenes (Embed/SDK) Skill

When to use

  • Designers want custom WebGL visuals without hand-coding shaders/three.js
  • You need “designed” effects layered with text/images/video, with built-in interactivity
  • Site builders: Framer, Webflow, Wix, Figma Sites, etc.

What it is

  • A scene editor (layers + effects + events) that exports:
    • Embed via Unicorn Studio SDK (small JS library)
    • Or JSON/code export for faster/self-hosted loading (plan-dependent)

Key embed patterns

  • Load SDK (can be in <head> or footer depending on above-the-fold):
    • UMD from jsDelivr (versioned)
    • Call UnicornStudio.init() once DOM is ready
  • Add attributes to a container element:
    • data-us-project="PROJECT_ID"
    • Optional performance/behavior params:
      • data-us-scale (render scale)
      • data-us-dpi (resolution multiplier)
      • data-us-fps (cap FPS)
      • data-us-lazyload="true"
      • data-us-production="true"
    • Optional JSON source:
      • data-us-project-src="https://.../scene.json.txt"

Events (authoring-side)

  • Appear (entrance), Scroll (progress/velocity), Hover, Mousemove
  • Use events for “feels interactive” without writing JS.

Common pitfalls

  • Container has no defined dimensions → scene won’t display
    • Ensure the element with data-us-project has width/height.
  • Too many scenes on one page → WebGL context limits + memory
    • Prefer <10 scenes/page; WebGL context max ~16.
  • Performance on low-end devices
    • Use data-us-scale/data-us-dpi/data-us-fps; reduce dynamic layers/effects.
  • Site builder preview limitations
    • Many builders won’t render in edit mode; must preview/publish to see it.

Quick recipes

1) Basic embed container

<div style="width: 100%; height: 420px" data-us-project="YOUR_PROJECT_ID"></div>

2) Performance-first embed

<div
  style="width: 100%; height: 420px"
  data-us-project="YOUR_PROJECT_ID"
  data-us-lazyload="true"
  data-us-production="true"
  data-us-scale="0.75"
  data-us-dpi="1.25"
  data-us-fps="45"
></div>

What to ask the user

  • Target platform: Webflow / Framer / coded site?
  • Is the scene above-the-fold? (affects script placement and lazyload)
  • Mobile support requirement + acceptable quality/FPS
  • Number of scenes on the page and whether JSON export is available

レビュー

まだレビューはありません。使ってみた感想をお寄せください。

同じリポジトリのスキル

概要と使いどころ

Build convincing woven cloth in Three.js, with a thread-level weave normal map, sheen and anisotropic highlights, folds that never stretch the texture, hems with thickness, stitches, seams, frayed edges, fold occlusion, dye and wear variation, and light passing through thin fabric. Use for linen, silk, wool, canvas, curtains, banners, cloaks, tablecloths, tapestries or any 3D drape that currently looks like a plastic sheet, a stretched texture, or a flat coloured plane.

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。

MengTo/Skills6,7352026年10月6日 更新

Build recognizable falling leaves in world space using instanced geometry, independent tumble, coupled sideways drift, shared wind, scene occlusion, and camera-aware recycling. Use for 3D autumn leaves or drifting foliage in Three.js and similar scenes; use falling-leaves for a 2D canvas overlay.

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。

MengTo/Skills6,7352026年10月6日 更新

Add coordinated spring, summer, fall, and winter states to a 3D scene, blending foliage, sunlight, sky, ground materials, snow, and particles without rebuilding the world. Use for seasonal controls, architectural walkthroughs, and outdoor scenes with four-season transitions.

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。

MengTo/Skills6,7352026年10月6日 更新

Create or integrate highly detailed 3D models with smooth silhouettes, shaped surfaces, believable bevels, and close-up geometry, then prepare suitable runtime LODs and loading. Use when a user requests high polygon counts, ultra-realistic models, detailed architectural assets, or removal of visibly faceted geometry.

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。

MengTo/Skills6,7352026年10月6日 更新

Build sharp, physically coherent high-resolution materials for 3D rendering with appropriate PBR maps, texel density, UV direction, mipmaps, anisotropic filtering, and progressive asset delivery. Use for detailed wood, stone, fabric, foliage, and architectural close-ups without excessive download or GPU memory costs.

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。

MengTo/Skills6,7352026年10月6日 更新

Build hyperrealistic PBR metal in Three.js: steel, brass, gold, copper and iron as true conductors (metalness 1, measured F0 tint, no albedo) with roughness-varied finishes (polished, brushed anisotropic, aged with patina and worn edges) lit by a dark HDR studio of real bright window cards prefiltered with PMREM. Use when metal looks like grey plastic, a dull blur, or a black hole; when blades, tools, rings, ingots, hardware or product metal need reflections with edges and structure; or when a finish needs scratches, streaks, fingerprints and bevels that catch light.

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。

MengTo/Skills6,7352026年10月6日 更新

MengTo のスキルをすべて見る

このスキルの問題を報告する