unity-3d-generator

Installation
SKILL.md

Unity 3D Generator

Create 3D source assets with Tripo, then qualify and import them with mobile-correct settings. A successful generation task is not a production asset. Read ../unity-asset-pipeline/references/asset-lifecycle.md before production work and use references/unity-import.md for realized Unity checks.

Truthful status rule: say generated, rig attempt passed, technically inspected, Unity-imported, or approved. Say game-ready only after the final registry gate. riggable=true, a named skeleton, or a pretty preview alone never justifies that claim.

Choose the production route by asset risk

Asset Generator output may become final after gates? Required route
Background prop, pickup, simple obstacle Often Generate → inspect → repair → Unity import/prefab gates.
Repeated environment module Sometimes Require clean seams/pivots, LODs, shared materials and performance capture; manual topology cleanup is normal.
Secondary rigged NPC/creature Conditionally Approved neutral turnaround → generate → preregcheck → rig/weight/clip inspection → deformation test. Reject failures; do not patch them with prompt prose.
Hero, close-camera actor, combat character, equipment-changing avatar Rarely Use generation for concept/blockout; require DCC retopology, UVs, controlled edge flow, manual bone placement/weights and authored corrective tests before Unity promotion.

Do not route every visual asset through text-to-3D. Prefer authored primitives/modular kits for strict geometry, 2D/billboards when depth adds no gameplay value, and a clean reusable base mesh when many characters share one rig. Keep weapons, capes and large accessories separate when they would fuse limbs or corrupt skinning.

API key & script

Installs
13
GitHub Stars
3
First Seen
Jul 30, 2026