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unity-3d-worldbuilding

Design, block out, light, and validate Unity 3D scenes through Unity MCP. Use for level grayboxing, ProBuilder geometry, GameObject hierarchy, materials, terrain-like layouts, cameras and Cinemachine, 3D colliders and rigidbodies, lighting, light or reflection probes, skybox, fog, post-processing, URP or HDRP volumes, environment composition, and 3D scene visual review.

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pirate-608/codex-plugins
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2026년 8월 10일 14:24
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SKILL.md
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unity-3d-worldbuilding
description
Design, block out, light, and validate Unity 3D scenes through Unity MCP. Use for level grayboxing, ProBuilder geometry, GameObject hierarchy, materials, terrain-like layouts, cameras and Cinemachine, 3D colliders and rigidbodies, lighting, light or reflection probes, skybox, fog, post-processing, URP or HDRP volumes, environment composition, and 3D scene visual review.
# Unity 3D Worldbuilding Turn a scene brief into an editable, navigable, and visually checked 3D environment. ## Workflow 1. Read editor state, project info, hierarchy, cameras, pipeline info, volumes, and rendering stats. 2. Translate the request into scale, player path, focal points, camera views, lighting mood, and performance constraints. 3. Block out with primitives for simple disposable geometry. When ProBuilder is installed, prefer `manage_probuilder` for editable level geometry and per-face material work. 4. Organize geometry under named roots; use meaningful layers and static flags. Create prefabs for repeated authored units. 5. Create or reuse materials, then assign them by renderer slot. Do not duplicate materials unintentionally. 6. Configure colliders and `manage_physics(..., dimension="3d")`; validate gaps, missing colliders, and collision layers. 7. Configure camera composition and lighting. Use `manage_graphics` for skybox, fog, volumes, probes, baking, and pipeline settings. 8. Capture surround and player-view screenshots. Iterate on silhouettes, scale, occlusion, contrast, and navigation. 9. Save the scene and check console plus rendering stats. ## Worldbuilding Rules - Use consistent real-world scale unless the project establishes another convention. - Separate gameplay collision, visible meshes, triggers, navigation markers, and decorative props in the hierarchy. - Keep graybox geometry editable. Do not over-invest in materials before traversal and proportions are approved. - Treat light baking as an Edit-mode operation. Check bake status and errors; never assume a bake completed. - Detect Built-in, URP, or HDRP before using shader, post-processing, or renderer-feature assumptions. - Use reflection and official docs to verify pipeline-specific APIs. - Measure before adding post effects. Preserve mobile, XR, or WebGL budgets when those targets are present. ## Visual Acceptance Gate Capture at least one gameplay camera image and one Scene View or surround image. Confirm the intended route and focal points are readable, physics validation passes, no new console errors exist, and the scene is saved. Read the shared [ProBuilder guide](../unity-mcp-skill/references/probuilder-guide.md) when modeling and the shared [tool reference](../unity-mcp-skill/references/tools-reference.md) for exact actions.
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