← ClaudeAtlas

scene-authoringlisted

Use when building or modifying Unity scenes — creating GameObjects, setting up hierarchies, configuring components, and organizing scene structure. Guides efficient scene construction workflows.
TheArcForge/Hades · ★ 25 · AI & Automation · score 75
Install: claude install-skill TheArcForge/Hades
# Scene Authoring Procedural guide for building and modifying Unity scenes efficiently. Covers hierarchy conventions, programmatic scene setup via editor scripts, and how to use Hades graph queries to understand scene structure before making changes. ## When to Apply Activate when the task involves: - Creating a new scene from scratch or populating an empty scene - Restructuring an existing scene hierarchy (grouping, renaming, reparenting) - Adding and configuring components on GameObjects en masse - Setting up lighting, cameras, or environment in a scene - Writing an editor utility to automate repetitive scene setup - Migrating or duplicating scene structure across multiple scenes Do NOT activate for architecture decisions about what the scene should contain — use `hades:unity-architect` and `hades:scene-architecture` first, then return here to execute. ## Project Context Check Before touching any scene: 1. **Understand the current scene state:** - Call `get_scene_summary("<scene_path>")` to retrieve the existing hierarchy, root GameObjects, component counts, and lighting setup — never assume what is already there - Call `get_project_summary()` to identify render pipeline (URP/HDRP/Built-in), Unity version, and project scale; render pipeline determines which components and shader variants are valid - Call `recall_memory("scene authoring conventions")` to surface documented naming rules, hierarchy grouping standards, or team agreements about scene organisation