Skills
Skills are guides the built-in assistant reads when a task needs them. Here is what each one covers and how to ask for one.
The list is useful to know for two reasons: you can name a skill in your request, and it shows what the assistant is good at.
Build a scene
| Skill | What it covers |
|---|---|
| scene-building | putting a scene together: deciding what kind each object is, placing objects, lighting, real-world sizes |
| assets | where objects come from — the library, web search, AI generation — and the two places resources are stored |
| materials | slots, material types, and why some maps are never drawn, with no warning |
| ar-anchors | each anchor type and what it needs, and how to control the camera from a script |
| figma-import | bringing a Figma frame in as a scene, instead of redrawing it |
| rebuild-from-reference | you attach a photo or a video clip, and want that thing built from basic shapes |
| modeling | changing shapes with modifiers — boolean, bevel, extrude, revolve, subdivide — and terrain |
Add behaviour
| Skill | What it covers |
|---|---|
| interactivity | choosing the right tool — events, patches, scripts or UI — and the letter case of trigger names |
| event-behaviours | events with branches, variables, signals, timers, proximity, game controls, and follow |
| scripting | how a script is structured, properties, templates, and the two kinds of raycast (checks for what a ray hits) |
| animation | which of the four ways to move something to use, and the degrees-versus-radians mistake |
| physics | bodies, colliders, velocity — and why none of it shows in the editor |
| ui-divkit | HUDs, panels, buttons — and where game state must not be kept |
| ui-screens | an interface people tap through, like a Figma prototype: onboarding, menus, results |
| stored-data | data that outlives the visit — scores, progress, player accounts — and server functions for what a player must not be able to fake |
| plugins | editor panels, components for objects, and plugin code that runs in the published project |
Games
| Skill | What it covers |
|---|---|
| game-loop | the five parts of a playable loop, where each one goes, and how to add small effects that make it feel alive |
| fps-shooter | a first-person shooter: camera rig, mouse look, WASD movement, hitscan shooting, enemies, HUD |
| multiplayer | turning it on, shared state and channels, and what is not shared between players |
Your team's skills
| Skill | What it covers |
|---|---|
| skill-authoring | writing a skill for your team: when to make one, how to write it, and saving the current session as one |
Ask for a skill
Usually you do not need to. Describe the work, and the assistant reads the right guide.
Naming a skill helps when a request could be done in several ways:
Build this as a game loop, not just an object that reacts.
Use the rebuild-from-reference approach for this photo.
A skill explains how to approach a job. The assistant looks up the exact facts — every component field, trigger and node — so they always match the current version.
Why the assistant sometimes asks first
Some requests have more than one right answer. "Make it move" could be a transition, an animation step, a timeline or a script. The wrong choice works today and gets in your way next week.
Several skills exist for exactly this reason. If the assistant asks which one you meant, the skill is doing its job.
Next: Brief for assistants — one page to give any chat model.