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dust-test
by dust-tt
Step-by-step guide for writing focused, practical tests for Dust codebases following the 80/20 principle.
scenario-game-assets
by scenario-labs
"Use when creating game art through Scenario MCP: sprites, sprite sheets, icons, props, loot, tilesets and autotile terrain transitions, seamless tiles, isometric buildings, top-down maps, pixel art, UI buttons and panels, parallax background layers or depth planes for side-scrollers, and character or concept art; or when assets need transparent backgrounds, background removal, style-consistent variation batches, upscaling, pixel-grid cleanup, or PNG export for Unity, Godot, or Unreal."
scenario-3d
by scenario-labs
Use when generating or handling 3D assets through the Scenario MCP server, including text-to-3D or image-to-3D meshes, GPT-6 Astra 3D or Claude Opus 5.5 3D, GLB, FBX, OBJ, STL, or VOX files, PBR-textured or game-ready models, voxel models, multi-view reconstruction, retexture, remesh, UV unwrap, auto-rigging a biped or quadruped, or retargeting an animation, previewing a mesh in the inline 3D viewer, or downloading a model for import into Unity, Unreal, Godot, or Blender.
scenario-unity-rendering-lighting
by scenario-labs
"Use when setting up URP (or choosing URP vs HDRP), configuring URP assets and quality tiers for PC and phones, lighting a stylized or realistic Unity scene (sun, sky, baked or mixed lightmaps, Shadowmask, Adaptive Probe Volumes, reflection probes), or fixing blurry shadows, light leaks, gray bakes, washed-out images, tonemapping and grading, bloom too expensive on mobile, TAA, STP or MSAA choices, GPU Resident Drawer setup, shader warm-up hitches, or a custom shader that vanished or lost its baked light."
scenario-gpt-image
by scenario-labs
"Use when generating or editing images with OpenAI's GPT Image models on Scenario via MCP: text-to-image, edits from reference images, inpainting with an alpha mask, in-image text for logos and infographics, transparent cutouts, pixel sizing up to 4K, quality tiers up to xhigh and max, input fidelity for product or face detail, or choosing between Flare, Sunburst, GPT Image 2 and 1.5. Keywords: GPT Image 2.5, GPT Image 2, OpenAI, DALL-E, gpt-image, ChatGPT image, txt2img, img2img, background."
scenario-unity-ui
by scenario-labs
"Use when building or fixing game UI in Unity 6.3: main menu, settings screen (resolution, quality, volume, key rebinding), HUD, health bar, minimap frame; choosing uGUI or UI Toolkit or mixing both; 'UI scales wrong on phones', portrait to 4K, Canvas Scaler, anchors, layout groups collapsing, sort order, UXML/USS, data binding, TextMeshPro or UI Toolkit fonts missing glyphs, localized menus, gamepad navigation, UI draw calls, canvas rebuild spikes, UI tests, or capturing UI to check it."
scenario-blender-expert
by scenario-labs
"Use when doing any 3D work in Blender through Python or an MCP bridge, headless or in a live session: modeling, sculpting a character or head, retopology, UV unwrapping, baking, texturing, rigging, animating, previs, geometry nodes, lighting and rendering, grease pencil, or finishing an AI-generated mesh into a production asset. Also when a bpy script fails on Blender 5.x API changes, a brush or sculpt operator fails or crashes headless, or a result has to be judged like a professional 3D artist would."
scenario-maya-groom
by scenario-labs
"Use when grooming hair or fur in Maya with XGen (Interactive Groom splines or legacy descriptions): scalp hair, eyebrows, eyelashes, fur, guides, clumps, noise, parting, density maps, a fill layer, aiStandardHair shading, noisy or flickering hair renders, hair that must move (Linear Wire, nHair, Alembic caches), or a groom for Unreal (groom Alembic, cards). Also when XGen hair looks CG, clumps look uniform, the scalp shows through, or an XGen script fails."
scenario-unreal-performance
by scenario-labs
'Use when an Unreal Engine 5.8 project misses its frame rate or stutters: "optimize to 60 fps", "we run at 38 fps", CPU or GPU bound, game or render thread too long, hitches, traversal or shader stutter (PSO), GC spikes, camera-cut spikes, Lumen, Nanite, VSM, ray tracing, foliage, crowds or Niagara too expensive, async compute, stat unit, ProfileGPU, Unreal Insights, TraceQuery, snapshothitches, scalability and device profiles, dynamic resolution and TSR, streaming budgets, or proving a fix with before and after captures.'
scenario-chatgpt-pet-create
by scenario-labs
"Use when creating a ChatGPT pet or Codex pet with Scenario: hatching an animated companion from a text idea, a character, mascot or brand cue, or reference photos and art; making the 1536x2288 v2 pet sprite sheet with nine animation states and sixteen look directions, the 1536x1872 v1 sheet ChatGPT web uploads, a pixel-perfect pixel-art pet, an animated GIF of the pet, or a Codex pet.json package."
scenario-chatgpt-pet-update
by scenario-labs
"Use when changing an existing ChatGPT pet or Codex pet sprite sheet with Scenario: fixing a broken row, frame, jump or edge, regenerating one animation state, adding the sixteen look directions to a 1536x1872 v1 sheet, giving the pet a new outfit, color or accessory, renaming it in its pet.json, or checking a pet sheet and previewing it as an animated GIF."
scenario-ad-variants
by scenario-labs
"Use when making multiple independent ad or campaign edits from existing footage with Scenario: hook, CTA, copy, end-card, placement, or targeted visual variants. Also for revising one variant or resuming a partially completed batch. Not for a new commercial from a still image, ordinary single-clip grading, or automatic Cartesian combinations."
scenario-caption-studio
by scenario-labs
"Use when a video needs its spoken words on screen through Scenario via MCP: burned-in styled captions for a TikTok, Reels, or Shorts cut, ad captions for sound-off feeds, YouTube subtitles, an SRT sidecar, transcription of a clip's audio, captions translated into another language, karaoke or word-by-word styles, or restyling and correcting an existing transcript. Keywords: captions, subtitles, SRT, transcribe, karaoke, word-by-word, burn in, closed captions, translate video, caption style."
skills-pr-handle
by scenario-labs
Use when explicitly asked to handle a pull request in the Scenario skills repository, including review comments and skill validation.
skills-validate
by scenario-labs
Use when explicitly asked to run a live or plan-only application test for a published Scenario skill.
pr-handle-comments
by scenario-labs
Handle review comments received on GitHub for the current branch's PR or a given PR number or URL, by triaging each unresolved thread, fixing what is warranted, pushing, and replying in each thread, when asked to address, fix or answer PR comments. Works in any Scenario repository.
pr-squash-message
by scenario-labs
Generate one short Conventional Commits squash message describing only the net diff between the PR's base and head, set its header as the PR title, validate it with the repository's commitlint and both copy its description to the clipboard and display it, when asked for a squash message. Works in any Scenario repository, whatever its default branch.
pr-summary
by scenario-labs
Refresh the current pull request description from its net changes, following the repository's PR template, when asked to update or write the PR summary. Works in any Scenario repository, whatever its default branch.
scenario-consistency
by scenario-labs
"Use when one look must hold across Scenario generations: one character across scenes, a turnaround, or a video animated from its references, one product across angles, one style across icon sets, a character from an uploaded drawing, a variant off an approved baseline, or deciding when references stop scaling and a trained model is due. Triggers: make this match, same character, on-model, reference to video, style reference. Keywords: consistency, identity, control map, seed, LoRA."
scenario-asset-analysis
by scenario-labs
"Use when finished Scenario assets have to give something back: a caption for a dataset or alt text, a reusable style description, a verdict against a brief, a canny, depth, pose, or segmentation control map for the next model, or the asset itself found again by text, tags, or visual similarity and filed into a collection. Keywords: caption, describe, analyze, QA, control map, find similar, reverse image search, semantic search, tag, collection."
scenario-godot-2d
by scenario-labs
"Use when building a 2D game in Godot 4.7: make a platformer or top-down controller that feels right (coyote time, jump buffer, jump height), TileMapLayer and TileSet in code, terrains and autotiles that pick wrong tiles, a dual grid, a camera that jitters or stutters, pixel art that looks blurry or uneven, stretch and integer scaling, 2D lights and shadows, y-sort order wrong, parallax gaps, or importing AI-generated sprites and tilesets from Scenario."
scenario-godot-3d-world
by scenario-labs
"Use when building 3D levels and worlds in Godot 4.7: third-person or FPS controller, player stuck on stairs, spring arm camera clipping, blockout with CSG, GridMap and MeshLibrary, terrain (heightmap, HeightMapShape3D, Terrain3D regions, textures, painting), scattering trees with MultiMesh, streaming a big world, procedural meshes with SurfaceTool, Jolt physics settings, importing GLB or glTF from Blender or AI generators (Scenario, Tripo, Meshy, Hitem3D), import scripts, name suffixes, model facing, collision generation, LODs."
scenario-godot-animation
by scenario-labs
"Use when animating characters or scenes in Godot 4.7: AnimationPlayer clips and RESET, AnimationTree state machines and blend spaces built in code, Mixamo or glTF import, loop settings, BoneMap retargeting and shared animation libraries, root motion, foot sliding, foot IK with TwoBoneIK3D or custom SkeletonModifier3D, tweens, SpringArm3D cameras, cutscenes; or when a character T-poses, slides, floats, freezes mid-blend or a transition never fires."
scenario-godot-architecture
by scenario-labs
"Use when structuring Godot 4.7 game code: folders, scenes and nodes, signals or an event bus autoload, custom Resources for item data, components (health, hitbox, hurtbox), an inventory, save and load, InputMap and key rebinding for keyboard, mouse and gamepad, GDScript static typing and style, or GDScript vs C#; or when code is spaghetti, a folder scan breaks in the export, a save loads wrong, the gamepad does nothing, or @onready is null."