Unity Level Design Patterns skill.
PassAudited by ClawScan on May 1, 2026.
Overview
This skill is coherent Unity Editor automation, but users should know its menu scripts can modify or delete objects in the active Unity scene when run.
This appears safe for Unity prototyping, but treat it like editor automation code: inspect the scripts, run them on a copied scene or a version-controlled project, and be careful with commands that clear lighting or replace the player object.
Findings (2)
Artifact-based informational review of SKILL.md, metadata, install specs, static scan signals, and capability signals. ClawScan does not execute the skill or run runtime probes.
Running the lighting setup or clear-lighting menu items could remove existing lighting work from the current Unity scene.
The Unity Editor menu action can remove existing lights and reflection probes from the active scene. This is aligned with lighting setup automation, but it is a destructive scene operation users should notice.
[MenuItem("Level Design/Lighting/Clear Lighting")] ... Object.DestroyImmediate(light.gameObject); ... Object.DestroyImmediate(probe.gameObject);Use these tools on a duplicate scene or with version control, and consider adding Unity Undo support or confirmation prompts before destructive operations.
Running a player setup command could delete an existing player object and its custom components from the active scene.
The player setup helpers delete an existing object tagged Player before creating a new controller. This is purpose-aligned for one-click prototyping, but it can overwrite existing scene setup.
var existing = GameObject.FindWithTag("Player"); if (existing != null) Object.DestroyImmediate(existing);Back up the scene or use version control before invoking the player setup commands, especially in non-prototype projects.
