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scenario-unity-world-building
by scenario-labs
"Use when building a Unity 6.3 level or open world: terrain from code or heightmaps, procedural islands, erosion, splat and foliage rules, trees and grass, ProBuilder graybox, level gym, modular kit and prefab placement, set dressing, landmarks and player guidance, the island's edge, spline roads, WFC, fog, additive scene streaming, or a world that hitches, pops in, leaks memory or runs slow on mobile. Keywords: Terrain, TerrainData, ProBuilder, blockout, graybox, modular kit, NavMesh, LoadSceneAsync, open world."
scenario-unreal-animation
by scenario-labs
'Use when a UE5 task involves characters in motion: "import FBX from Maya" with a skeleton, "retarget animations", IK Rig, IK Retargeter, feet sinking or floating after retarget, mocap cleanup, Motion Matching, Pose Search, Choosers, GASP, state machine vs motion matching, root motion, offset root bone, foot IK, Control Rig, Animation Blueprint cost, "animation is expensive", budget allocator, URO, MetaHuman LODs, ML Deformer, cloth.'
scenario-unreal-cinematics
by scenario-labs
'Use when making a trailer, cutscene, cinematic or short film in Unreal Engine 5.8 with Sequencer: shot lists, master and shot sequences, cameras, lenses, depth of field, camera cuts, spawnables, character animation in shots, per-shot lighting, Movie Render Graph or Movie Render Queue EXR renders, "render darker than the viewport", "first frames pop", "last frame missing", ACES or OCIO to DaVinci Resolve, the 180-degree rule, Sequencer Python, or reviewing a cut.'
scenario-unreal-expert
by scenario-labs
"Use when an agent drives Unreal Engine 5.8 on a Mac for any task: Editor Python (the unreal module), headless UnrealEditor-Cmd -run=pythonscript jobs, Epic's Unreal MCP server, the Remote Control API, console commands and cvars; when a script breaks on 5.8 (EditorLevelLibrary, Remote Control calls refused, Substrate materials black, MRQ presets); when a level, material, shot or build must be judged by numbers and a screenshot before it is called done; or when a brief must go to the right scenario-unreal-* specialist."
scenario-unreal-gameplay
by scenario-labs
'Use when building or debugging UE5 gameplay: a character with double jump or dash, abilities with cooldowns, enemy AI that patrols, chases and attacks, a health bar or HUD; choosing Blueprint vs C++, GAS or not, StateTree vs Behavior Tree, EQS or Mass; setting up Enhanced Input, Common UI or UMG; replication, RepNotify, save games, World Partition state; "Blueprints are slow", Tick, casts and hard references; "ability won''t activate", "enemy ignores the player"; or writing automated gameplay tests with injected input.'
scenario-unreal-lighting-rendering
by scenario-labs
'Use when lighting or rendering in Unreal Engine 5.8: physical light units and exposure (EV100, lux, lumens), Lumen GI and reflections, MegaLights, virtual shadow maps, sky, fog and clouds, post process and color grading, the path tracer, or Movie Render Graph stills. Triggers: "Lumen is noisy", "MegaLights noise", "the interior is too dark", "light leaks", neon signs, a night or dusk scene, "fireflies", "path tracer vs Lumen", "render a still", EXR settings.'
scenario-unreal-materials
by scenario-labs
'Use when a UE5 task involves materials or textures: a master material and instances for a kit, Substrate or legacy, Blendable vs Adaptive GBuffer, glass, emissive screens, decals, edge wear and dirt, landscape layers and RVT, toon or cel shading, "too many shaders" or shader permutations, static switches, usage flags, texture compression (BC7, normal maps, ORM packing, sRGB), texture memory, or "is this material expensive".'
scenario-unreal-pipeline-automation
by scenario-labs
"Use when importing FBX, USD, OBJ or glTF from Maya, ZBrush or Blender into Unreal Engine 5.8 in bulk or reimporting changed files, writing Editor Python tools, Interchange pipelines or import presets, enforcing naming conventions, assigning material instances by script, setting Nanite, collision and LODs per asset class, writing data validators or automation tests, fixing redirectors, or cooking and packaging from the command line (BuildCookRun, RunUAT, CI, Perforce). Also when a scripted import ignores its settings or names, a Python validator never runs, or a Mac build will not package."
scenario-unreal-vfx
by scenario-labs
'Use when a UE5 task involves Niagara or Chaos destruction: a Niagara fireball, projectile trail, impact explosion, muzzle flash, spell, smoke, sparks, debris, Niagara fluids or flipbooks; "Niagara is too expensive", stat NiagaraOverview, Effect Types, pooling, Data Channels, lightweight emitters, VFX scalability; judging an effect''s readability, value, color, timing, white blowout or strobing; or a wall that shatters, geometry collection fracture, Dataflow, damage thresholds, floating chunks, debris cost, Chaos Visual Debugger.'
scenario-unreal-world-building
by scenario-labs
'Use when building or fixing an Unreal Engine 5 level or open world: World Partition, OFPA, Data Layers, Level Instances, Packed Level Actors, HLOD, landscape size, heightmap import or clipping, edit layers, terrain material rules, foliage and grass, a PCG forest or rock scatter, runtime GPU grass, Nanite and tessellation choices, modular kits, a river or village, streaming pop-in, cells not loading, landscape black spots, "PCG shows nothing in the editor", or a world too heavy to hand to lighting.'
scenario-audio
by scenario-labs
Use when generating or handling audio on Scenario via MCP. Triggers include music tracks, full-length songs with vocals written from lyrics, background scores, soundtracks, game sound effects, SFX, foley, ambience, looping audio, voiceover, narration, speech, TTS, text-to-speech, dialogue, voice cloning, re-voicing a recording, scoring or adding sound to a video, transcription, or requests to create, wait on, play, or download audio files (MP3, WAV) with Scenario tools.
scenario-ace-step
by scenario-labs
"Use when creating or editing music with ACE-Step models on Scenario via MCP: text-to-music songs with sung vocals from a lyric sheet, instrumental tracks, covering or restyling an existing song, repainting one section in place, changing sung lyrics, adding an instrument layer, completing a partial recording into a full arrangement, extracting stems, or choosing between Turbo and Quality lanes. Keywords: ACE-Step 1.5, cover strength, repaint, Vocal2BGM, stem separation, karaoke, BPM."
scenario-elevenlabs
by scenario-labs
"Use when generating or transforming audio with ElevenLabs models on Scenario via MCP: text-to-speech with inline emotion tags, music from a prompt or sectioned songs, sound effects and loops, dubbing audio or video into another language, re-voicing a recording with a preset or cloned voice, or isolating speech from noise. Keywords: ElevenLabs, Eleven v3, Multilingual v2, Turbo 2.5, Music v2, Sound Effects 2, Dubbing, Voice Changer, Speech to Speech, Voice Isolator, TTS, SFX, localization."
scenario-admin-analytics
by scenario-labs
"Use when answering Scenario admin analytics questions about Creative Unit consumption, most-used models, usage by user or project, AI adoption observability, cached usage data, CSV exports, enterprise PDF reports with charts, or a local analytics dashboard. Keywords: usage API, CU, analytics, adoption, reporting, consumption, cache."
scenario-brand-kit
by scenario-labs
"Use when building a visual identity or brand kit with Scenario: a logo, wordmark, or icon as editable SVG, a color palette and typography spec, logo variants (mono, reversed, favicon), and brand applications like social templates, avatars, banners, or merchandise mockups. Also for a rebrand or refreshing an existing mark. Keywords: brandkit, brand kit, visual identity, logo, monogram, wordmark, SVG, vectorize, color palette, typography, brand guidelines, brand board, launch kit."
scenario-formats
by scenario-labs
"Use when one approved visual, image or video, must ship at many sizes or placements through Scenario: adapting a master to 1:1, 4:5, 9:16, or 16:9, social formats for feeds and stories, YouTube thumbnails, storefront capsules and app store graphics, marketplace product images, link previews, display banners, a website hero, or choosing between crop, resize, expand, and generative reframe. Keywords: aspect ratio, resize, reframe, outpaint, expand, derivative, safe zone, thumbnail, banner."
scenario-gemini-image
by scenario-labs
"Use when generating or editing images with Google's Gemini image models (Nano Banana) on Scenario via MCP: text-to-image, natural-language instruction editing, identity locking or style transfer from reference images, multi-image fusion, pulling stills from a video clip, Google Search grounding, thinking level tuning, 512 to 4K output, or choosing between Flash, Pro, and Lite. Keywords: Gemini 3.1 Flash, Gemini 3.0 Pro, Gemini 3.1 Lite, Nano Banana 2, Nano Banana Pro, txt2img, img2img."
scenario-gemini-omni
by scenario-labs
"Use when generating, extending, or editing video with Gemini Omni models on Scenario via MCP: text-to-video, image-to-video from a first frame, reference-to-video keeping a character, product, or place consistent, appending footage to a clip, restyling footage by prompt (season, wardrobe, art style), native audio with dialogue and ambience, or picking between first-frame and reference conditioning. Keywords: Gemini Omni Flash, 1.1 Flash, Google, T2V, I2V, V2V, extend, subject consistency."
scenario-identity-library
by scenario-labs
"Use when a named character or prop must become a reusable identity in Scenario: creating a character or prop from a brief or interview, building its approved image collection (character: <name> or props: <name>), assembling a character sheet or turnaround, or generating new images of an established one. Triggers include create a new character, design a prop, character sheet, turnaround, more images of this character. Keywords: character design, identity, library, collection, grid."
scenario-grok-imagine-image
by scenario-labs
"Use when generating or editing images with Grok Imagine models on Scenario via MCP: text-to-image, instruction editing with up to three reference images, posters, packaging, ads, or infographics with exact in-image text, photoreal shots from camera and lighting cues, extended aspect ratios up to 20:9 and 9:20, quality and resolution tiers, or batches of variations. Keywords: Grok Imagine Image 2.0, Image Quality, xAI, Aurora, Grok, txt2img, img2img, typography, 2K."
scenario-grok-imagine-video
by scenario-labs
"Use when generating or editing video with Grok Imagine models on Scenario via MCP: text-to-video, image-to-video from a first frame, reference-to-video with @image tags for consistent people, products, or clothing, prompt-based editing, extending a clip from its last frame, native audio with lip-synced dialogue and sound effects, or choosing between first-frame and reference conditioning. Keywords: Grok Imagine Video 1.5, R2V, Grok Edit Video, Grok Extend Video, xAI, T2V, I2V, V2V."
error-propagation
by hoangsonww
Trace error propagation through a multi-agent session by agent depth — where failures originated, the depth at which they appeared, and how they cascaded up to parent agents — using the Agent Monitor workflow intelligence API and the session event stream. Use when a multi-agent run failed and you need to find the origin and blast radius of the failure.
session-debug
by hoangsonww
Debug a specific session by inspecting its full event chain (PreToolUse, PostToolUse, Stop, SubagentStop, Compaction, APIError, TurnDuration, Notification events), agent hierarchy (recursive parent/child tree with subagent_type and depth), token usage with compaction baselines, workflow intelligence data (orchestration DAG, error propagation by depth), and session metadata (thinking_blocks, turn_count, total_turn_duration_ms).
run-agent
by hoangsonww
Launch and supervise Claude Code or Codex through the CCAM Run API. Use when the user wants to start a monitored agent, select a model, approval policy, sandbox, or working directory, send a follow-up, inspect live output, resume a native session, or stop a dashboard-launched run.