mg-art

Dresses Unity minigame blockouts with Synty assets, lighting, VFX, and scene baking.

1|Updated Jul 29, 2026
One-click install
npx skills add https://github.com/Bornqazaq/sleepover --skill mg-art-bornqazaq
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: mg-art
Source: https://github.com/Bornqazaq/sleepover/tree/main/.claude/skills/mg-art
Command: npx skills add https://github.com/Bornqazaq/sleepover --skill mg-art-bornqazaq

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? It replaces gray blockout primitives in Unity minigames with real art assets while preserving the physics and gameplay geometry validated in earlier pipeline phases, preventing scene regressions and merge losses. ## Core Features & Use Cases - Code-driven dressing: Builds art via editor scripts (<Game>Dress.cs) alongside arena builders so every visual element is reproducible by rebuild and survives branch merges. - Synty asset pipeline: Searches packs with synty_catalog.py, measures prefab dimensions numerically, generates contact sheets, and bakes used assets into _Project/Art/<Game>/ so scenes no longer depend on Assets/Synty/**. - Subphase acceptance gates: Covers art brief (4.0), dressing (4.1), palette (4.2), environment and lighting (4.3), VFX on existing network events (4.4), and baking (4.6), each with numeric audits (zero colliders in dressing, zero floating objects, zero rebuild warnings). - Use Case: Given a finished blockout for a minigame like Duck Hunt, produce an approved art brief, dress the arena with measured Synty models, add lighting and VFX, bake the scene, and deliver screenshots plus measurement tables for designer sign-off. ## Quick Start Run the mg-art phase 4 process on the minigame named Duck Hunt, starting with the art brief subphase 4.0.

Frequently Asked Questions about mg-art

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I dress a Unity blockout with Synty assets without breaking gameplay?

Write an editor script like <Game>Dress.cs that places measured models inside existing blockout colliders, disabling only the blockout MeshRenderer. The collider stays untouched, so physics and gameplay geometry validated in earlier phases cannot shift.

How do I find the right Synty pack for a Unity scene?

Run python tools/synty_catalog.py find with theme keywords to shortlist packs, then use the preview command to download images into docs/art/.cache/ and inspect them visually before committing to a pack.

Why does my Unity scene break for teammates after using Synty packs?

The scene still references Assets/Synty/**, which is gitignored and not in the repository. Run Tools/Арт/Запечь арт сцены to bake used assets into Assets/_Project/Art/<Game>/ and rewrite scene references to local copies.

Can I change collider shapes during the art pass in Unity?

Collider changes are allowed but must be announced with before-and-after measurements. Spec numbers, frozen camera and character settings, and game rules cannot change; rule changes go back to phase 2 as a separate ticket.

How do I add VFX to a networked Unity minigame without new RPCs?

Attach effects to existing network events like TrapBase.Fired that already fire on every machine, so no new RPC or state is needed. Place particles next to objects rather than inside moving parts, and disable autostart looping on pack particles.