/** * The `converting-unity-levels` skill: a Unity scene + prefabs + FBX + colliders into one GLB and * collider data for a Bitmagic game. Distilled from a 2D arena-shooter port, where every rule in * it was paid for with a level that looked plausible and was wrong. * * Same contract as `skill-files.ts`: pure functions returning file contents, registered in * `SHIPPED_SKILLS` (project.ts), so every skills directory the project holds receives a copy. The * skill is prose plus four references; the Python and Blender scripts it drives ship in the * package's `assets/unity-import/` (see `files` in package.json) rather than being rendered into * every project, since most games never port a Unity level and the scripts are large. Nothing * game-specific is in those scripts: each project describes itself in `tools/unity-import.json`, * which the skill's step 0 walks through. * * Scope, stated in the skill itself: the visual pipeline is general; collider extraction is * general; the emitted level data is shaped for 2D-on-a-plane games, and a 3D game builds its * physics from the raw collider JSON instead. * * Generated from the markdown in the origin project's `.claude/skills/converting-unity-levels/`; * backticks and `${` are escaped for the template literal, and `project-files.test.ts` checks the * rendered frontmatter. */ export declare function renderUnityLevelsSkill(): string; /** `/converting-unity-levels/references/unity-scene-traps.md` */ export declare function renderUnityLevelsTrapsReference(): string; /** `/converting-unity-levels/references/fbx-conversion.md` */ export declare function renderUnityLevelsFbxReference(): string; /** `/converting-unity-levels/references/physics-and-shadows.md` */ export declare function renderUnityLevelsPhysicsReference(): string; /** `/converting-unity-levels/references/verification.md` */ export declare function renderUnityLevelsVerificationReference(): string;