Setup & Installation
Or with the ClawHub CLI, for registry-managed skill folders outside a full OpenClaw workspace:
What This Skill Does
Automates Unity Editor workflows for scene setup, terrain generation, lighting configuration, and player controller creation. Targets rapid prototyping of game environments like post-apocalyptic cities, fantasy forests, and dungeon crawlers. Uses Editor scripts to reduce manual setup across URP, HDRP, and Built-in render pipelines.
Editor script automation eliminates repetitive manual setup steps that would otherwise require clicking through multiple Unity inspector panels for each new scene.
When to use it
- Prototyping a post-apocalyptic map with ruined terrain and fog
- Setting up URP lighting and post-processing for a new scene
- Generating procedural dungeon rooms with corridor systems
- Automating vegetation and debris placement across large terrain
- Creating a first-person player controller with camera and input
Example Workflow
Here's how your AI assistant might use this skill in practice.
User asks: Create a post-apocalyptic scene with terrain, atmospheric fog, scattered debris, and an FPS player
- 1Generates a TerrainGenerator script that creates ruined terrain using heightmap noise
- 2Creates a LightingSetup script configuring dramatic gray ambient light and directional light
- 3Adds post-processing Volume with fog and color grading via PostProcessingSetup
- 4Generates EnvironmentPainter script to scatter 50 debris props across terrain
- 5Creates PlayerSetup script spawning a CharacterController-based FPS player at spawn position
A playable Unity scene with procedural terrain, atmospheric lighting, scattered environment props, and a working FPS player controller, initialized via a single Editor menu action
Requirements
Accounts, API keys, or tools you or your AI assistant may need to set up while using this skill.