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unity-skills-index

unity-skills-index

Index of all Unity Skills modules with per-module mode labels (SA/FA/Mixed). Use to find which module covers a task before loading its doc.

Independent GitHub snapshot · Automated classification · Original documentation governs

Documentation de la Skill

GitHub

name: unity-skills-index description: Index of all Unity Skills modules with per-module mode labels (SA/FA/Mixed). Use to find which module covers a task before loading its doc.

Triggers

  • Browsing the module catalog
  • Finding which module handles a task
  • Checking mode requirements
  • 浏览模块目录、查找某事由哪个模块处理、确认模式要求

Unity Skills - Module Index

Module docs. Start with ../SKILL.md for mode switching and schema-first rules.

Multi-instance: For version-specific projects, call unity_skills.set_unity_version(...) first. Schema-first: Exact signatures come from the root quick reference, from GET /skills/recommend?intent=<words>&includeSchema=true&topN=3&wire=v2 (unity_skills.find_skills(intent, top_n=3, include_schema=True, wire="v2")), or from GET /skills/schema?names=a,b&wire=v2 when the name is known; the full GET /skills/schema (unity_skills.get_skill_schema()) is ~707 KB. Load module docs for workflow guidance and guardrails. Split modules: gameobject, component, batch and script keep their shared rules and skill list in SKILL.md and each skill's parameter table, item fields and return shape in reference/<skill_name>.md (one small file per skill), rarely needed once the schema's parameter notes are in hand.

Modules

Mode legend (v1.9.0+, caller-facing — describes what the caller can do, not the C# attribute):

  • SA — module skills mostly run directly in all three modes (Approval / Auto / Bypass) without a grant.
  • FA — module skills mostly require user grant under Approval (single-shot one-step execution); under Auto / Bypass they run directly with audit only.
  • Mixed — module is split between SA and FA; check per-skill mode before calling (GET /skills?full=1, or the scoped GET /skills/schema?category=<Category> — bare GET /skills is the brief directory and carries no mode).
  • Suffix * — module contains auto-forbidden skills (Delete / Play Mode / Domain Reload / high-risk). These return MODE_FORBIDDEN under Approval and Auto; only Bypass runs them, or the user can permanently allow them via the Allowlist. Never attempt grant for them.

Labels are guidance only; the per-skill mode field (GET /skills?full=1 / GET /skills/schema?category=<Category>) is authoritative.

ModuleModeDescriptionBatch Support
gameobjectFA*Object create/move/parentYes
componentMixed*Component add/remove/configureYes
materialFAMaterial property editsYes
lightFALight create/configureYes
prefabFAPrefab create/apply/spawnYes
assetSA*Asset refresh/find/infoYes
batchSABatch and async jobsBuilt-in
uiFAUGUI Canvas/UI creationYes
uitoolkitMixed*UXML/USS/UIDocumentNo
scriptSA*Script create/read/updateYes
sceneSA*Scene load/save/queryNo
editorSA*Play/select/undo/redo/change journalNo
animatorFAAnimator controllersNo
shaderMixed*Shader create/listNo
shadergraphMixed*Shader Graph create/inspect/blackboard edit/constrained node editingNo
graphicsMixedGraphicsSettings / QualitySettings / SRP assetsNo
volumeMixed*Volume / VolumeProfile / VolumeComponentNo
postprocessFA*Modern URP/HDRP post-processingNo
urpMixed*URP asset / renderer / renderer featuresNo
decalMixed*URP Decal Projector workflowYes
consoleSALog capture/filterNo
validationSA*Broken reference checksNo
importerMixedTexture/audio/model importYes
cinemachineFA*VCam operationsNo
probuilderFA*ProBuilder mesh editsNo
xrFAXRI setupNo
terrainFATerrain create/paintNo
physicsMixedRaycast/overlap/gravityNo
navmeshMixed*NavMesh bake/queryNo
timelineFA*Timeline tracks/clipsNo
workflowSA*Task snapshots/undo, batch orchestrationNo
cleanerSA*Unused/duplicate assetsNo
smartFA*Query/layout/auto-bindNo
perceptionSAScene/project analysisNo
cameraFAScene View cameraNo
eventMixed*UnityEvent wiringNo
packageMixed*UPM install/queryNo
projectSA*Project info/settingsNo
profilerSAPerf statisticsNo
optimizationMixedAsset optimizationNo
sampleMixed*Demo/test skillsNo
debugSA*Compile/system diagnosticsNo
testMixed*Unity Test RunnerNo
bookmarkSAScene View bookmarksNo
historySAUndo/redo historyNo
scriptableobjectMixed*ScriptableObject assetsNo
netcodeMixed*Netcode for GameObjects setup, prefabs, lifecycle, host/server/clientYes
addressablesMixed*Addressables authoring: group CRUD, asset entry assignment, profile switching, content build (com.unity.addressables, reflection-based)No
yooassetMixed*YooAsset hot-update: build bundles, Collector CRUD, BuildReport asset/dependency analysis, PlayMode runtime validation, Reporter/Debugger/AssetArtScanner toolsYes
dotweenMixed*DOTween Pro DOTweenAnimation editor-time configuration (add/batch/stagger/tune)Yes
primetweenMixed*PrimeTween Free inspection, factory discovery, and runtime tween/sequence script generationNo
behaviorMixedUnity Behavior graph assets, agents, blackboard variables (com.unity.behavior, reflection-based)Yes
hybridclrMixed*HybridCLR hot-update settings, codegen, DLL compile/copy pipeline (com.code-philosophy.hybridclr, reflection-based)Yes
qframeworkMixed*QFramework editor automation: architecture-layer codegen, ViewController/UIKit panel codegen, ResKit AssetBundle mark/build, architecture scan, API doc query (no UPM package, reflection-based)Yes

Advisory Design Modules

Documentation only — these modules define no REST skills.

ModuleDescription
project-scoutInspect existing project
architecturePlan system boundaries
adrRecord tradeoffs
performanceReview hot paths
asmdefPlan asmdef deps
blueprintsSmall-game blueprints
script-rolesAssign class roles
scene-contractsDefine scene wiring
testabilityExtract testable logic
patternsChoose patterns
asyncChoose async model
inspectorDesign authoring UX
scriptdesignReview script structure
netcode-designNetcode source-anchored rules (lifecycle/ownership/RPC/variables/spawn/scene/transport/pitfalls)
yooasset-designYooAsset v2.3.18 source-anchored rules (init/default-package shortcuts/playmode/handles/loading/update/filesystem/build/pitfalls)
addressables-designAddressables dual-version (1.22.3 Unity 2022 / 2.9.1 Unity 6) source-anchored rules (init/handles/loading/scene/update/download/assetref/pitfalls) with migration table
unitask-designUniTask 2.5.10 source-anchored rules (basics/playerloop/cancellation/composition/conversion/asyncenumerable/triggers/pitfalls)
dotween-designDOTween 1.3.015 source-anchored rules (basics/tween/sequence/shortcuts/ease/lifetime/integration/pitfalls)
primetween-designPrimeTween 1.4.6 source-anchored rules (factories/handles/sequences/cycles/callbacks/lifetime/integration)
shadergraph-designShaderGraph dual-version source-anchored rules (versions/node subset/recipes/pitfalls/review)
pico-designPICO Unity Integration SDK v3.4.0 doc-anchored rules (setup/rendering/interaction/MR/SecureMR/platform/API signatures/version diffs 2.x-3.4/pitfalls)
qframework-designQFramework v1.0.257 source-anchored rules (layers/CQRS/BindableProperty/event tools/CodeGenKit+UIKit/ResKit/ActionKit+SingletonKit/data kits/pitfalls)
yaml-editingSafe hand-edit rules for serialized YAML (.unity/.prefab/.asset/.meta/ProjectSettings) when REST cannot reach — reference/fileID repair, .meta/GUID safety, ProjectSettings patch, merge conflict
unity-cliExperimental Unity CLI on the bound project (opt-in via Library/UnitySkills/cli_config.json) — cold start with the Editor closed, headless test/run/build, exit codes, JSON/NDJSON contract, hard DO-NOT list
manual-gameobjectManually create GameObjects, organize the Hierarchy, and adjust Transforms using Unity Editor UI
manual-componentManually add, configure, reorder, and copy components on GameObjects using Unity Editor UI
manual-materialManually create and edit Materials and assign them to objects using Unity Editor UI
manual-sceneManually navigate, save, and manage scenes using Unity Editor UI

Batch-First Rule

When a task touches 2+ objects in Auto / Bypass mode (or after a successful grant under Approval), prefer *_batch skills over repeated single-item calls.

Skill Naming Convention

Skills follow <module>_<action> or <module>_<action>_batch. Use schema to verify the exact prefix list. Special: scene_analyze, hierarchy_describe, project_stack_detect → perception; job_* → batch. If a skill name does not match a valid prefix or a schema result, do not invent it.

Skills enregistrées