mg-polish

Redesigns Unity minigame scenes with custom Blender-generated art replacing Synty assets.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Existing minigames in the sleepover project rely on purchased Synty asset packs with weak composition and layout. This Skill autonomously reworks a chosen minigame's scene—composition, object placement, level frame, and art—using original assets built in Blender, while preserving game logic, networking, and frozen systems. ## Core Features & Use Cases - Full scene redesign: Replan composition, layout, scale, palette, lighting, and prop placement for a selected minigame, with standing permission to change the level frame. - Custom asset pipeline: Create original models, modular kits, UVs, materials, and animations in Blender, export to Unity URP, and wire them into existing arena/art builders for reproducible rebuilds. - Synty replacement and verification: Track down baked Synty copies, replace dependencies, and validate the result through Play Mode runs, host+client checks, before/after screenshots, and performance comparison. - Use Case: Ask to polish the "Stopwatch" minigame against a visual reference; the Skill designs a warm red-and-cream circus tent scene, generates the geometry via Blender scripts, integrates it through CircusNight builders, and verifies gameplay from each role's camera. ## Quick Start Use the mg-polish skill to redesign the Stopwatch minigame scene with custom Blender art matching my reference image.

Frequently Asked Questions about mg-polish

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

FAQPage Schema
How do I replace Synty assets with custom art in a Unity minigame?

Identify all Synty dependencies including baked copies under _Project/Art, then build original models in Blender and integrate them through the existing arena or art builder scripts. Verify remaining references from other games before deleting old assets.

How to export Blender models to Unity URP correctly?

Export FBX with axis_forward='-Z' and axis_up='Y', then validate one representative object in Unity for units, orientation, pivot, normals, UVs, and scale next to the player before mass export. Rebuild materials manually in URP rather than relying on automatic Blender node transfer.

Can this Skill change minigame rules or mechanics?

No. It preserves rules, scoring, phases, timers, hidden information, player roles, server authority, and existing network events. Changes to core game design require a separate explicit proposal beyond the artistic freedom granted.

Does the Blender MCP bridge need to be running for scene generation?

The project uses a local Blender MCP bridge on 127.0.0.1:9876 with tools/blender_client.py, but generators can also run in a background Blender process with --background --python. Check bridge state first and never run factory-reset generators over an unsaved scene.

What verification is required after redesigning a minigame scene?

Rebuild the scene through the standard builder, confirm reproducibility without duplicates or lost references, capture before/after screenshots from actual gameplay cameras, and run host plus client Play Mode tests exercising changed interactions, effects, and network reactions.

When should I not use this minigame polish workflow?

Do not use it to create a brand-new minigame or to apply isolated logic bug fixes. It targets full artistic rework of an existing scene, visual reference implementation, or repeat polishing passes on already-built games.