build-world
Builds polished, fully playable 3D game prototypes in three.js, Roblox, Unity, or Unreal Engine, with high-quality (.glb/.fbx) meshes from the Thrixel API, and…
Use this skill when creating, editing, or reviewing an Unreal Engine Agent Skill, a named bundle of instructions registered with the unreal-mcp server (distinct from Claude Code's harness skills under `.claude/skills/`). Trigger when the user wants to add or change a skill that
$ npx -y skills add thrixel/goal-to-game --skill skill-authoring --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/skill-authoringContext preview
The summary Claude sees to decide when to auto-load this skill.
Use this skill when creating, editing, or reviewing an Unreal Engine Agent Skill, a named bundle of instructions registered with the unreal-mcp server (distinct from Claude Code's harness skills under `.claude/skills/`). Trigger when the user wants to add or change a skill that
name: skill-authoring description: "Use this skill when creating, editing, or reviewing an Unreal Engine Agent Skill, a named bundle of instructions registered with the unreal-mcp server (distinct from Claude Code's harness skills under `.claude/skills/`). Trigger when the user wants to add or change a skill that the in-editor agent will load. Concrete triggers: 'create a new Agent Skill', 'add a skill for X workflow', 'edit/update this skill', 'review my skill', 'make a Python skill class', 'create a skill UAsset', 'register a skill so Claude/an agent picks it up'; writing or editing a `SKILL.md` inside a UE plugin's `Skills/` or `Python/skills/` folder; defining a Python skill class registered with the skill registry; calling `CreateSkill`, `ListSkills`, or `GetSkills` MCP tools; designing a skill's name, description, or instruction body. SKIP for: authoring a toolset (use create-toolset), invoking an existing skill at runtime (use unreal-mcp), editing harness-level Claude Code skills under `.claude/skills/` or `~/.claude/skills/`, or generic uses of the word 'skill'."
You are authoring an Unreal Engine Agent Skill: a named, reusable bundle of instructions that packages essential knowledge the agent either doesn't know or needs to pay close attention to. A skill can provide general best practices in a domain, guidance on a specific workflow, or a mix of both.
A good skill is:
**Novel**: The content should be things the agent doesn't already know or can't learn by using tools. If the agent could figure it out by calling a tool, don't put it in a skill.
**Collegial**: Write like you're briefing a knowledgeable colleague, not authoring documentation. Assume the reader understands Unreal. Give them what they need to act, not a full explanation of how everything works.
**Flexible**: Skills can include conceptual explanations, step-by-step instructions, or a mix. Use whichever form makes the guidance clearest for the task.
**Durable**: Don't embed property names, tool names, or other details that change over time. Skills that reference specific API names break silently when those names change.
**Agnostic**: Don't reference orchestration systems, role names, model names, or anything about how the agent is wired up. Skills should work regardless of the surrounding infrastructure.
**Parsimonious**: Every token costs context. Put them where they matter most and cut anything that isn't essential or evergreen. If a sentence wouldn't be missed, remove it.
Work through these questions before writing anything.
**1. Does the skill already exist?** Call `ListSkills` via MCP to see all registered skills in the project, then `GetSkills` on anything relevant. If the capability is already covered, point the user to the existing skill rather than creating a new one.
**2. Choose the implementation path.** Two paths exist and the choice depends on where the skill lives:
Every Unreal skill has two fields.
**Description**: Loaded at discovery time, before the skill's full instructions are read. One or two sentences that clearly describe what the skill covers and when it applies.
**Instructions**: The skill's payload. The actual guidance the agent follows when the skill is active. Apply the principles above: focus on what tools can't teach and cut anything not essential.
The agent discovers and dispatches tools at runtime through the unreal-mcp meta-tools (`list_toolsets`, `describe_toolset`, `call_tool`), so write instructions that assume the agent will find the tools it needs rather than naming a fixed toolset list.
A Python skill is a `UAgentSkill` subclass defined in a Python file inside a plugin. Use this path when the skill belongs to a code plugin and should be version-controlled with the plugin.
Decorate the class with `@agent_skill` and inherit from `unreal.AgentSkill`. The two fields from the Structure section map to class attributes:
import unreal
from toolset_registry.agent_skill import agent_skill
_INSTRUCTIONS = (
'Do X before Y, because Z.\n'
'Always verify the result after performing the operation.\n'
)
@agent_skill
class MySkill(unreal.AgentSkill):
"""Provides guidance on doing X in Unreal Engine.
Apply this skill whenever the user wants to accomplish X."""
instructions = _INSTRUCTIONSSkills register themselves on import. Unless directed otherwise, place skill files in a `skills/` subfolder within the plugin's Python package, import each one explicitly in that subfolder's `__init__.py`, and ensure `init_unreal.py` imports the `skills` package.
After editing a Python skill, reload the plugin's package before verifying. The editor won't pick up changes otherwise. Enable Remote Execution in **Edit → Project Settings → Plugins → Python → Enable Remote Execution**, then run:
python Engine/Plugins/Experimental/ToolsetRegistry/Content/Python/toolset_registry/tests/reload_remote.py your_plugin
A UAsset skill is a `UAgentSkill` instance saved as a Content Browser asset. Use this path for project-specific skills that don't belong in a plugin and require no code.
Use `AgentSkillToolset` via MCP. Start by calling `ListSkills` to see what exists, then either create or update
Build interactive 3D worlds with high-quality assets from Thrixel and your AI agent of choice. Claude Code (or your preferred agent) handles the logic, interactions, and scene setup. Thrixel generates, organizes, and manages the 3D assets.
Repo: thrixel/goal-to-game
Builds polished, fully playable 3D game prototypes in three.js, Roblox, Unity, or Unreal Engine, with high-quality (.glb/.fbx) meshes from the Thrixel API, and…
Use this skill when authoring or extending an Unreal Engine toolset, a class of static, AI-callable functions registered with `ToolsetRegistry` and exposed…
Use this skill to perform actions inside an Unreal Engine project via a live-editor MCP connection. Trigger when the user wants to change, query, or run…