The assistant's skills
The assistant does not carry the whole manual in its head. It holds a one-line index and fetches a guide when the work calls for it — so a request about physics pulls the physics guide and nothing else.
Knowing the list is useful for two reasons: you can name one directly, and it tells you what the assistant is actually good at.
Building a scene
| Skill | Covers |
|---|---|
| scene-building | composing a scene: classifying objects, placing them, lighting, real-world sizing |
| assets | where objects come from — the library, web search, AI generation, and the two resource stores |
| materials | slots, types, and the maps that are silently never drawn |
| ar-anchors | each anchor type and what it needs, plus making the camera scriptable |
| figma-import | bringing a Figma frame in as a scene rather than redrawing it |
| rebuild-from-reference | you attach a photo or a clip and want that thing built out of primitives |
Adding behaviour
| Skill | Covers |
|---|---|
| interactivity | choosing a layer — events, patches, scripts or UI — and trigger casing |
| event-behaviours | branching events, variables, signals, timers, proximity, game controls, follow |
| scripting | the shape of a script, properties, templates, the two kinds of raycast |
| animation | which of the four homes a movement belongs in, and the degrees-versus-radians trap |
| physics | bodies, colliders, velocity — and why none of it is visible in the editor |
| ui-divkit | HUDs, panels, buttons — and where game state must not live |
| plugins | extending the editor itself rather than a scene |
Games
| Skill | Covers |
|---|---|
| game-loop | the five parts of a playable loop, where each lives, and how to add juice |
| fps-shooter | camera rig, mouse look, WASD, hitscan shooting, enemies, HUD |
| multiplayer | turning it on, shared state and channels, and what does not replicate |
Using them
Usually you do not have to — describe the work and the right guide is read for you.
Where naming one helps is when a request could go several ways:
Build this as a game loop, not just an object that reacts.
Use the rebuild-from-reference approach for this photo.
They describe how to approach a job. The facts — every component field, every trigger, every node — come from tools that read the live engine, so they cannot describe a version of the platform that no longer exists.
Why the assistant sometimes asks first
Several skills exist because the same request has genuinely different right answers. "Make it move" might be a transition, an animation step, a timeline or a script — and picking wrongly produces something that works today and fights you next week.
If it asks which you meant, that is the skill doing its job.
Next: Brief for assistants