unity-scene-composition
Unity scene composition
This skill owns the visual hierarchy contract for scenes. unity-game-layout makes coordinates/boards/grids correct; this skill makes the screen read like a finished game: clear focal path, controlled density, foreground/midground/background depth, deliberate color zones, and screenshot-tested composition.
Do not generate production assets or assemble a scene until
composition.yamlexists and agrees withart-spec.yamland each asset'scamera_contract. Asset contracts without a composition contract still let agents improvise scale, angle, density, and visual role.
Inputs
Assets/<Game>/Art/_ArtDirection/art-spec.yaml(unity-art-direction) — style_id, craft block (finish,pixels_per_unit,light_direction), palette, material, lighting, camera intent, mobile budgets. (Canonical paths perdocs/PIPELINE_CONVENTIONS.md; probe legacy rootsAssets/GameArt/andAssets/Art/on existing projects.)Assets/<Game>/Art/Approved/registry.yaml(unity-asset-pipeline) — approved prefabs and their composition roles/budgets (composition.layer,visual_weight,density_cost,allowed_zones,target_screen_height_percent).- Level/gameplay requirements (
unity-gameplay-systems,unity-game-layout) — playable path, grid/board, interactables, spawn zones, UI safe area.
Output: composition.yaml
Create Assets/<Game>/Art/_ArtDirection/composition.yaml from references/composition-template.yaml. Its style_id must equal the art-spec style_id verbatim, and shadow_and_contact.key_light_direction must equal art-spec craft.light_direction — string inequality is a validation failure. It must define: