74 skills published by Besty0728 across 1 repository. Together they weigh 929 782 tokens — that is what loading all of them at once would cost you in context.
74 skills 929 782 tokens total
Source-anchored design rules for Unity Addressables across two versions — 1.22.3 on Unity 2022 and 2.9.1 on Unity 6 — covering initialization, async operation handles, asset/scene loading, catalog updates, content download, AssetReference, and version migration. Use when writing or reviewing Addressables code, loading assets/scenes asynchronously, setting up hot-update or catalog refresh, or migrating between versions, even if the user just says "可寻址" or "热更". 为 Unity Addressables 提供源码锚定的设计规则(覆盖两个版本,Unity 2022 用 1.22.3、Unity 6 用 2.9.1;含初始化、异步操作句柄、资源/场景加载、目录更新、资源下载、AssetReference、版本迁移);当用户要编写或审查 Addressables 代码、异步加载资源/场景、配置热更新或目录刷新时使用。
Helps record Unity architecture decisions (ADR) — compare options, weigh tradeoffs, and lock in a chosen approach with rationale. Use when choosing between technical approaches, comparing libraries or patterns, or documenting why a design decision was made, even if the user just asks "选哪个" or "用哪个方案好". 帮助记录 Unity 架构决策(ADR:技术选型、方案对比、权衡优缺点、固化决策与理由);当用户要在多个技术方案间抉择、对比库或模式、或记录某个设计决策的来龙去脉时使用。
Edit Unity Animator Controllers and control runtime parameters — manage states, transitions, layers, and parameters (float/int/bool/trigger). Use when setting up or wiring an Animator, adjusting animation state machines, or driving animation parameters at runtime, even if the user just mentions "动画" or "状态机". 编辑 Unity Animator Controller 并控制运行时参数(状态、过渡、层、参数 float/int/bool/trigger);当用户要搭建或连接 Animator、调整动画状态机、或在运行时驱动动画参数时使用。
Advises on Unity gameplay and system architecture — module boundaries, decoupling, scene composition, SOLID structure, refactor direction. Use when planning how to organize code, splitting responsibilities, reducing coupling, or choosing a refactor direction, before writing structural code. 为 Unity 游戏与系统架构提供建议(模块边界、解耦、场景组织、SOLID、重构方向);当用户要规划代码结构、划分职责、降低耦合或决定重构方向时使用。
Advises on Unity assembly definitions (asmdef) — module boundaries, dependency graphs, editor/runtime/test splits, and faster compile times. Use when planning asmdef layout, untangling assembly dependencies, speeding up compilation, or splitting editor and runtime code, even if the user just says "编译太慢" or "程序集怎么分". 为 Unity 程序集定义(asmdef)提供建议(模块边界、依赖关系、editor/runtime/test 拆分、加快编译);当用户要规划 asmdef 结构、理顺程序集依赖、加速编译或拆分编辑器与运行时代码时使用。
Manage the Unity AssetDatabase — import, delete, move/rename, duplicate, find, get info, and create assets. Use when organizing project assets, importing or relocating files, querying asset metadata, or scripting AssetDatabase operations, even if the user just says "资源" or "资产". 管理 Unity AssetDatabase(导入、删除、移动/重命名、复制、查找、获取信息、创建资源);当用户要整理工程资源、导入或移动文件、查询资源元数据时使用。
Advises on Unity async and lifecycle strategy — choosing among Update, coroutines, UniTask, and timers, plus cleanup and cancellation. Use when deciding how to write async code, choosing between coroutine and UniTask, scheduling timers, or handling cancellation and cleanup, even if the user just asks "异步怎么写" or "用协程还是UniTask". 为 Unity 异步与生命周期策略提供建议(在 Update、协程、UniTask、定时器间取舍,以及清理与取消);当用户要决定异步代码怎么写、在协程与 UniTask 间选择、调度定时器或处理取消与清理时使用。
Unified batch and async-job orchestration — batch queries, preview-confirm-execute mutations, background job scheduling and polling, and bulk scene operations. Use when an operation touches many objects at once, running or polling long async jobs, or applying preview-then-commit bulk edits, even if the user just says "批量" or "一次性改很多". 统一的批量与异步任务编排(批量查询、预览-确认-执行变更、后台任务调度与轮询、批量场景操作);当用户要一次性操作大量对象、运行或轮询长时异步任务、或执行先预览后提交的批量编辑时使用。
Drive Unity Behavior (com.unity.behavior) behavior graphs — discover and inspect graph assets, create empty graphs, attach and bind BehaviorGraphAgent components, and read/write blackboard variables on agents or graph defaults. Use when wiring NPC/AI decision logic, behavior trees, behavior graphs, or blackboard variables, even if the user just says "behavior graph", "行为图", "行为树", or "给这个 NPC 挂个 AI". 操作 Unity Behavior 行为图(查找与检查图资产、创建空图、挂载并绑定 BehaviorGraphAgent、读写黑板变量);当用户要搭建 NPC/AI 决策逻辑、行为树、行为图或黑板变量时使用。
Advises on starter architecture blueprints for small games — platformer, shooter, runner, puzzle, tower-defense, clicker, card. Use when starting a small game from scratch, scaffolding a genre's core structure, or asking how to organize a specific game type, even if the user just says "做个平台跳跃" or "塔防怎么搭". 为小游戏提供起步架构蓝图(平台跳跃、射击、跑酷、解谜、塔防、点击、卡牌);当用户要从零开始做小游戏、搭建某类型的核心结构、或询问特定玩法怎么组织时使用。
Manage Scene View bookmarks — save the current selection plus camera pivot/rotation/size under a name, then jump back later. Use when saving or restoring Scene View viewpoints, bookmarking a camera angle, or navigating between saved scene locations, even if the user just says "标记视角" or "存个机位". 管理 Scene View 书签(以命名方式保存当前选中对象与相机 pivot/旋转/大小,之后快速跳回);当用户要保存或恢复场景视角、收藏某个机位、或在已存位置间切换时使用。
Control Unity Scene View and Game cameras — move/rotate the view, create and configure cameras, set FOV/clip planes/projection. Use when framing the Scene View, creating or adjusting cameras, tweaking FOV or clipping planes, or scripting camera setup, even if the user just says "镜头" or "相机". 控制 Unity Scene View 与游戏相机(移动/旋转视图、创建与配置相机、设置 FOV/裁剪面/投影);当用户要取景 Scene View、创建或调整相机、修改 FOV 或裁剪面时使用。
Set up Cinemachine Virtual Cameras — VCam/FreeLook/ClearShot/StateDriven cameras and the Body/Aim/Noise pipeline. Use when creating or tuning Cinemachine cameras, configuring follow/look-at or noise, or building cinematic camera behavior, even if the user just says "虚拟相机" or "运镜". 配置 Cinemachine 虚拟相机(VCam/FreeLook/ClearShot/StateDriven 及 Body/Aim/Noise 管线);当用户要创建或调校 Cinemachine 相机、设置跟随/注视或噪声、或构建运镜效果时使用。
Clean up and audit a Unity project — find unused assets, content-hash duplicates, missing references, and empty folders. Use when reducing project bloat, hunting duplicate or orphaned assets, or auditing before a release, even if the user just says "清理项目" or "瘦身". 清理与审计 Unity 工程(查找未使用资源、内容哈希重复项、丢失引用、空文件夹);当用户要给项目瘦身、排查重复或孤立资源、或发布前审计时使用。
Advisory guidance for using the experimental Unity CLI (the official `unity` command-line tool) alongside UnitySkills — cold-start a bound project without Unity Hub, probe editor liveness, launch with arguments, run headless tests, run one-shot batch automation, and build headlessly. Only applies when the project has been bound in the UnitySkills panel (Library/UnitySkills/cli_config.json exists with enabled:true). 实验性 Unity CLI(官方 unity 命令行工具)与 UnitySkills 协同的指导文档——免 Unity Hub 冷启动已绑定项目、探测编辑器存活、传参启动、无头测试、批处理运行、无头构建;仅当项目已在 UnitySkills 面板完成绑定(存在 Library/UnitySkills/cli_config.json 且 enabled:true)时适用。
Manage GameObject components — add, remove, list, copy, enable/disable, and read/set component fields. Use when attaching or removing components, copying components between objects, toggling them, or reading/writing their serialized fields, even if the user just says "加个组件" or "改组件属性". 管理 GameObject 组件(添加、移除、列出、复制、启用/禁用、读写组件字段);当用户要挂载或移除组件、在对象间复制组件、开关组件或读写其序列化字段时使用。
Capture and query the Unity Editor console — read/filter logs, write custom log entries, and adjust console settings. Use when inspecting console output, filtering errors or warnings, emitting log messages, or configuring the console, even if the user just says "看日志" or "控制台". 捕获并查询 Unity 编辑器控制台(读取/过滤日志、写入自定义日志、调整控制台设置);当用户要查看控制台输出、过滤错误或警告、输出日志消息时使用。
Inspect debug, diagnostics and compile state — read console errors, force recompile, get stack traces, and list system/memory info. Use when diagnosing compile failures, checking errors after a change, forcing recompilation, or gathering system diagnostics, even if the user just says "为什么报错" or "编译状态". 检查调试、诊断与编译状态(读取控制台错误、强制重新编译、获取堆栈、列出系统/内存信息);当用户要诊断编译失败、改动后检查报错、强制重编或收集系统诊断时使用。
Create and configure URP Decal Projectors plus DecalRendererFeature setup — project decals onto surfaces and wire the renderer feature. Use when adding decals in URP, configuring a Decal Projector, or enabling the Decal Renderer Feature, even if the user just says "贴花" or "decal". 创建与配置 URP Decal Projector 并设置 DecalRendererFeature(将贴花投射到表面、接入渲染器特性);当用户要在 URP 中添加贴花、配置 Decal Projector 或启用 Decal Renderer Feature 时使用。
Automate DOTween Free/Pro at editor time — probe/validate/configure DOTween settings, list modules/shortcuts, and add/batch/stagger/tune DOTweenAnimation components. Use when setting up DOTween in a project, validating its install/modules, or configuring DOTweenAnimation components in the editor, even if the user just says "DOTween" or "配置动画插件". 在编辑器期自动化 DOTween Free/Pro(探测/校验/配置 DOTween 设置、列出模块/快捷方法、添加/批量/错峰/调校 DOTweenAnimation 组件);当用户要在项目中接入 DOTween、校验其安装/模块、或配置 DOTweenAnimation 组件时使用。
Source-anchored design rules for DOTween 1.3.015 (Unity 2018+) — tween/sequence basics, ease curves, shortcuts, lifetime binding, callbacks, safe mode, and integration with UniTask/Addressables. Use when writing or reviewing DOTween animation code, building sequences, binding tween lifetime to objects, or debugging tween pitfalls, even if the user just says "补间" or "做个动画". 为 DOTween 1.3.015(Unity 2018+)提供源码锚定的设计规则(补间/序列基础、缓动曲线、快捷方法、生命周期绑定、回调、安全模式、与 UniTask/Addressables 集成);当用户要编写或审查 DOTween 动画代码、构建序列动画、绑定补间生命周期或排查补间陷阱时使用。
Control and observe the Unity Editor — read persistent scene/file changes, enter/exit/pause/step play mode, inspect live GameObject runtime state, select objects, undo/redo, and execute menu items. Use after the user edited Unity while the AI was away, when file watching reports changes, or when driving Editor state. 控制并观察 Unity 编辑器(读取持久化场景/文件变更、进入/退出/暂停/单帧步进 play mode、检查运行时状态、选中对象、撤销/重做、执行菜单项);当用户在 AI 离开期间修改了 Unity、文件监控发现变化、或需要操控编辑器状态时使用。
Wire UnityEvent persistent listeners at editor time — add, remove, and configure serialized event callbacks on components. Use when hooking up UnityEvents in the Inspector, wiring button or trigger callbacks, or scripting persistent listener setup, even if the user just says "事件绑定" or "按钮点击". 在编辑器期连接 UnityEvent 持久化监听器(在组件上添加、移除、配置序列化的事件回调);当用户要在 Inspector 里挂接 UnityEvent、连接按钮或触发器回调、或脚本化设置持久监听时使用。
Create and manipulate GameObjects — create, delete, move, rotate, scale, parent, find, rename, batch-edit. Use when building or restructuring a scene hierarchy, spawning or removing objects, or adjusting transforms, even if the user doesn't say "GameObject". 创建与操控 GameObject(增删、移动、旋转、缩放、父子、查找、重命名、批量编辑);当用户要搭建或调整场景层级、新建或删除物体、修改 Transform 时使用。
Manage project-wide GraphicsSettings and QualitySettings for SRP — read and edit render pipeline assets, quality tiers, and graphics tier settings. Use when configuring project graphics/quality settings, assigning an SRP asset, or adjusting quality levels, even if the user just says "画质设置" or "渲染管线配置". 管理面向 SRP 的工程级 GraphicsSettings 与 QualitySettings(读取与编辑渲染管线资产、质量档位、图形层级设置);当用户要配置工程图形/画质设置、指定 SRP 资产或调整质量等级时使用。
Manage undo/redo history over the Unity Editor native undo stack — inspect, step through, and control recorded operations. Use when reviewing or navigating the undo history, stepping undo/redo, or auditing what changed, even if the user just says "撤销历史" or "回退操作". 管理 Unity 编辑器原生撤销栈上的撤销/重做历史(查看、逐步遍历、控制已记录的操作);当用户要查看或浏览撤销历史、逐步撤销/重做、或审查改动时使用。
Automate HybridCLR C# hot-update prebuild in the Unity Editor — read and write HybridCLRSettings, probe the il2cpp_plus install, compile hot-update DLLs, run the Generate/All pipeline or a single generation step, inspect AOTGenericReferences, and stage compiled DLLs into a YooAsset collector directory. Use when the user is working on C# hot update / HybridCLR — configuring hot-update assemblies, compiling hot-update dll, generating AOTGenericReferences or link.xml, diagnosing a broken HybridCLR setup, or wiring HybridCLR output into a YooAsset bundle build. 自动化 HybridCLR 的 C# 热更新预构建(读写 HybridCLRSettings、检测 il2cpp_plus 安装状态、编译热更 dll、执行 Generate/All 或单步生成、查看 AOTGenericReferences、把产物拷进 YooAsset 收集目录);当用户配置热更程序集、编译热更 dll、生成 AOTGenericReferences/link.xml、排查热更环境问题,或要把 HybridCLR 产物接进 YooAsset 打包链路时使用。
Configure asset import settings — texture/audio/model importers, sprite settings, and per-platform overrides. Use when adjusting how assets import, setting texture compression or sprite modes, or applying per-platform import overrides, even if the user just says "导入设置" or "贴图压缩". 配置资源导入设置(texture/audio/model 导入器、sprite 设置、分平台覆盖);当用户要调整资源如何导入、设置贴图压缩或 sprite 模式、或应用分平台导入覆盖时使用。
Advises on Unity Inspector authoring UX — SerializeField usage, Tooltip/Header organization, validation, and custom Inspector display. Use when designing how a component appears in the Inspector, organizing serialized fields, adding tooltips/headers, or improving authoring UX, even if the user just says "Inspector怎么设计" or "字段怎么显示". 为 Unity Inspector 编写体验提供建议(SerializeField 用法、Tooltip/Header 组织、校验、自定义 Inspector 显示);当用户要设计组件在 Inspector 的呈现、组织序列化字段、添加提示/分组或改善编辑体验时使用。
Create and configure Unity lights — Directional/Point/Spot/Area lights and batch-toggling scene lights. Use when adding or tuning lights, setting up scene lighting, or batch-enabling/disabling lights, even if the user just says "加个灯" or "打光". 创建与配置 Unity 灯光(Directional/Point/Spot/Area 灯光、批量开关场景灯光);当用户要添加或调校灯光、布置场景照明、或批量启用/禁用灯光时使用。
Edit Unity material and shader properties across Built-in/URP/HDRP — colors, textures, floats, keywords, render queue, batch-apply. Use when changing how a surface looks, tweaking material parameters, or swapping shaders. 编辑材质与 Shader 属性(Built-in/URP/HDRP:颜色、贴图、浮点值、关键字、渲染队列、批量应用);当用户要调整物体外观、改材质参数或切换 Shader 时使用。
Bake and query Unity NavMesh — bake/rebake navigation meshes, query paths, and configure bake settings. Use when setting up navigation, baking a NavMesh, testing agent paths, or tuning bake parameters, even if the user just says "导航网格" or "寻路". 烘焙与查询 Unity NavMesh(烘焙/重烘焙导航网格、查询路径、配置烘焙设置);当用户要搭建导航、烘焙 NavMesh、测试 agent 路径或调整烘焙参数时使用。
Set up Netcode for GameObjects (NGO 2.x) multiplayer — configure NetworkManager, NetworkObjects/prefabs, spawning, and host/server/client lifecycle. Use when scaffolding multiplayer, registering network prefabs, wiring spawn logic, or starting host/server/client, even if the user just says "联机" or "多人游戏". 搭建 Netcode for GameObjects(NGO 2.x)多人联机(配置 NetworkManager、NetworkObject/预制体、生成、host/server/client 生命周期);当用户要搭建多人联机、注册网络预制体、连接生成逻辑或启动 host/server/client 时使用。
Source-anchored design rules for Netcode for GameObjects 2.x — lifecycle, ownership, RPCs, NetworkVariables, spawning, scene management, transport, and pitfalls. Use when writing or reviewing multiplayer code, designing server/distributed authority, wiring RPCs or NetworkVariables, or debugging netcode, even if the user just says "联机" or "多人同步". 为 Netcode for GameObjects 2.x 提供源码锚定的设计规则(生命周期、所有权、RPC、NetworkVariable、生成、场景管理、传输、陷阱);当用户要编写或审查多人联机代码、设计服务器/分布式权威、连接 RPC 或网络变量、或排查 netcode 问题时使用。
Optimize project assets and scenes — batch texture/mesh/audio compression and analyze poly/material counts. Use when reducing build size, batch-compressing assets, or analyzing scene poly and material usage for optimization, even if the user just says "优化资源" or "包体太大". 优化工程资源与场景(批量压缩 texture/mesh/audio、分析面数/材质数);当用户要缩减包体、批量压缩资源、或分析场景面数与材质用量以优化时使用。
Manage Unity Package Manager (UPM) — install, remove, refresh, search, inspect, and list packages. Use when adding or removing UPM packages, checking installed versions, searching the registry, or scripting package operations, even if the user just says "装个包" or "UPM". 管理 Unity Package Manager(UPM:安装、移除、刷新、搜索、查看、列出包);当用户要添加或移除 UPM 包、检查已装版本、搜索 registry、或脚本化包操作时使用。
Advises on choosing Unity design patterns — ScriptableObject, event systems, state machines, object pooling, observer, and more. Use when deciding which pattern fits a problem, structuring decoupled systems, or choosing between event/state-machine/pool approaches, even if the user just asks "用什么模式" or "该用状态机吗". 为选择 Unity 设计模式提供建议(ScriptableObject、事件系统、状态机、对象池、观察者等);当用户要判断哪种模式适合某问题、构建解耦系统、或在事件/状态机/对象池方案间抉择时使用。
Read-only scene, project, and script analysis for AI coding context — analyze scene structure, detect the project stack, run health checks, and find hotspots. Use when gathering context before editing, understanding an unfamiliar scene or project, or auditing structure without making changes, even if the user just says "分析一下场景" or "看看项目结构". 只读的场景/项目/脚本分析,为 AI 编码提供上下文(分析场景结构、探测项目技术栈、健康检查、定位热点);当用户要在编辑前收集上下文、理解陌生场景或项目、或在不改动的前提下审查结构时使用。
Advises on Unity performance red flags — Update/allocation/pooling/physics hot paths, frame drops, and GC pressure. Use when reviewing performance, diagnosing frame drops or stutter, reducing allocations, or planning pooling/optimization, even if the user just says "太卡了" or "怎么优化". 为 Unity 性能红线提供建议(Update/分配/对象池/物理热路径、掉帧、GC 压力);当用户要做性能审查、诊断掉帧或卡顿、减少内存分配、或规划对象池/优化时使用。
Run Unity physics queries and configure physics at editor time — raycasts, overlap checks, gravity, and physics settings. Use when casting rays, testing overlaps, querying colliders, or adjusting gravity/physics settings, even if the user just says "射线检测" or "物理设置". 执行 Unity 物理查询并在编辑器期配置物理(raycast、overlap 检测、重力、物理设置);当用户要发射射线、检测重叠、查询碰撞体、或调整重力/物理设置时使用。
Configure modern SRP post-processing on URP/HDRP VolumeProfiles — add and tune effects like bloom, tonemapping, and color grading. Use when setting up post-processing, adding effects to a VolumeProfile, or tuning the look of a URP/HDRP scene, even if the user just says "后处理" or "加个泛光". 在 URP/HDRP VolumeProfile 上配置现代 SRP 后处理(添加与调校泛光、色调映射、调色等效果);当用户要搭建后处理、向 VolumeProfile 添加效果、或调整 URP/HDRP 场景观感时使用。
Manage Prefabs — create, instantiate, apply overrides, unpack, find instances, edit prefab assets, and create variants. Use when working with prefabs, instantiating or applying prefab changes, finding instances in scenes, or creating prefab variants, even if the user just says "做成预制体" or "prefab". 管理 Prefab(创建、实例化、应用覆盖、解包、查找实例、编辑预制体资产、创建变体);当用户要处理预制体、实例化或应用预制体改动、在场景中查找实例、或创建预制体变体时使用。
Inspect PrimeTween Free, discover its public animation factories, and generate lifecycle-aware PrimeTween runtime scripts. Use when checking a PrimeTween installation, exploring supported animation APIs, or generating Transform/Sequence animation code. 检查 PrimeTween Free 安装状态、探索其公开动画工厂方法、或生成生命周期感知的 PrimeTween 运行时代码(Transform/Sequence 动画)时使用。
Source-anchored design rules for PrimeTween 1.4.6 — factory tweens, non-reusable handles, sequences, cycles, callbacks, cancellation, async/coroutine waiting, and configuration. Use when writing or reviewing PrimeTween animation code or diagnosing its lifecycle behavior. 为 PrimeTween 1.4.6 提供源码锚定的设计规则(工厂补间、不可复用句柄、序列、循环、回调、取消、异步/协程等待与配置);当用户编写或审查 PrimeTween 动画代码、或诊断其生命周期行为时使用。
Model editable meshes with ProBuilder for blockout — create and edit ProBuilder meshes, faces, and vertices for level greyboxing. Use when blocking out levels, building or editing ProBuilder geometry, or prototyping shapes in-editor, even if the user just says "灰盒" or "白模". 用 ProBuilder 进行可编辑网格建模做 blockout(创建与编辑 ProBuilder 网格、面、顶点,用于关卡灰盒);当用户要搭建关卡灰盒、创建或编辑 ProBuilder 几何体、或在编辑器内快速搭形时使用。
Capture read-only Unity runtime performance snapshots — sample frame timing, memory, and runtime stats without mutating anything. Use when checking runtime performance, taking a profiler snapshot, or inspecting memory/frame stats, even if the user just says "性能数据" or "看看帧率". 采集只读的 Unity 运行时性能快照(采样帧耗时、内存、运行时统计,不做任何改动);当用户要查看运行时性能、抓取 profiler 快照、或检查内存/帧率统计时使用。
Read Unity project information — project metadata such as Unity version and render pipeline, plus lists of shaders and UPM packages. Use when checking the Unity version, detecting the render pipeline, or listing installed shaders/packages, even if the user just says "项目信息" or "什么版本". 读取 Unity 项目信息(项目元数据如 Unity 版本与渲染管线,以及 shader 与 UPM 包列表);当用户要查看 Unity 版本、判断渲染管线、或列出已装 shader/包时使用。
Advises on reconnoitering an existing Unity project — check Unity version, packages, asmdef layout, folders, and coding patterns before proposing changes. Use when first approaching an unfamiliar project, before proposing structural changes, or auditing the existing setup, even if the user just says "看看这个项目" or "项目用了什么". 为侦查现有 Unity 项目提供建议(在提改动前先查 Unity 版本、包、asmdef 结构、目录、编码风格);当用户要初次接触陌生项目、在提结构性改动前、或盘点现有配置时使用。
Manage Unity scenes — create, load (single/additive), save, unload, switch the active scene, and get scene info/hierarchy. Use when opening or saving scenes, loading additively, switching the active scene, or querying scene contents, even if the user just says "打开场景" or "切场景". 管理 Unity 场景(创建、加载、叠加加载、保存、卸载、切换活动场景、获取场景信息与层级);当用户要打开或保存场景、叠加加载、切换活动场景、或查询场景内容时使用。
Advises on Unity scene composition contracts — required scene objects, component dependencies, bootstrap logic, and reference wiring. Use when defining what a scene must contain, planning bootstrap/wiring, or documenting scene dependencies, even if the user just says "场景里要有什么" or "引用怎么连". 为 Unity 场景装配契约提供建议(场景必备对象、组件依赖、bootstrap 逻辑、引用连线);当用户要界定场景必须包含什么、规划启动/装配、或记录场景依赖时使用。
Create, read, and analyze C# scripts — create, read, replace, append, search, rename, move, and delete scripts, plus compile feedback. Use when authoring or editing C# code, searching across scripts, refactoring file layout, or checking compile errors, even if the user just says "写个脚本" or "改代码". 对 C# 脚本进行增删改查与分析(创建、读取、替换、追加、搜索、重命名、移动、删除脚本,以及编译反馈);当用户要编写或编辑 C# 代码、跨脚本搜索、重构文件布局、或检查编译错误时使用。
Manage ScriptableObject assets — create, read, modify, delete, duplicate, find, and list SO assets. Use when creating or editing ScriptableObject data assets, finding SO instances, or scripting SO management, even if the user just says "配置表" or "SO资产". 管理 ScriptableObject 资产(创建、读取、修改、删除、复制、查找、列出 SO 资产);当用户要创建或编辑 ScriptableObject 数据资产、查找 SO 实例、或脚本化管理 SO 时使用。
Advises on Unity gameplay script quality — code review, reducing coupling, improving maintainability, and refactoring. Use when reviewing code quality, untangling tightly-coupled scripts, or planning a refactor for maintainability, even if the user just says "看看我代码" or "代码有点乱". 为 Unity 游戏脚本质量提供建议(代码审查、降低耦合、提升可维护性、重构);当用户要审查代码质量、理顺高耦合脚本、或为可维护性规划重构时使用。
Advises on assigning Unity script roles — whether a class should be a MonoBehaviour, ScriptableObject, plain C# service, or installer. Use when deciding a class's role, splitting responsibilities across types, or choosing between MonoBehaviour and plain C#, even if the user just asks "这个该用MonoBehaviour吗" or "职责怎么分". 为 Unity 脚本职责划分提供建议(某个类应作 MonoBehaviour、ScriptableObject、纯 C# 服务还是 installer);当用户要确定类的职责、在类型间拆分职责、或在 MonoBehaviour 与纯 C# 间抉择时使用。
Manage HLSL/ShaderLab .shader files — create, read, list, find, delete, and inspect shader properties/keywords. Use when creating or editing handwritten shaders, listing or finding .shader files, or inspecting their properties and keywords, even if the user just says "写个shader" or "着色器文件". 管理 HLSL/ShaderLab .shader 文件(创建、读取、列出、查找、删除、检查 shader 属性/关键字);当用户要创建或编辑手写 shader、列出或查找 .shader 文件、或检查其属性与关键字时使用。
Create and inspect Shader Graph assets — create graphs, inspect structure, and perform constrained blackboard and node editing. Use when creating a Shader Graph, inspecting its structure, or making controlled edits to its blackboard or nodes, even if the user just says "shader graph" or "着色器图". 创建与检查 Shader Graph 资产(创建图、检查结构、受约束的黑板与节点编辑);当用户要创建 Shader Graph、检查其结构、或对黑板/节点做受控编辑时使用。
Source-anchored Shader Graph design rules for Unity 2022.3 — graph structure, node subset, SubGraph boundaries, master stack, blackboard/keywords, recipes, and review. Use when building or reviewing Shader Graphs, structuring node chains or SubGraphs, laying out blackboard/keywords, or following URP/HDRP graph recipes, even if the user just says "连个shader graph" or "着色器节点". 为 Unity 2022.3 的 Shader Graph 提供源码锚定的设计规则(图结构、节点子集、SubGraph 边界、主节点堆栈、黑板/关键字、配方、审查);当用户要构建或审查 Shader Graph、组织节点链或 SubGraph、布置黑板/关键字、或参考 URP/HDRP 图配方时使用。
Automate the Unity Editor through a local REST API — create and edit scripts, build scenes and prefabs, manage assets/materials/lighting, run tests, and drive hundreds of Editor operations across modules. Use whenever the user wants to operate Unity from chat — create or modify GameObjects/scripts/scenes/assets, batch-edit, or run any Unity Editor automation, even if they just say "在 Unity 里…" or "操作 Unity". 通过本地 REST API 自动化 Unity 编辑器(创建与编辑脚本、搭建场景与 Prefab、管理资源/材质/灯光、运行测试,覆盖跨模块的数百项编辑器操作);当用户想从对话里操作 Unity——创建或修改 GameObject/脚本/场景/资源、批量编辑、或执行任何 Unity 编辑器自动化时使用。
Index of all Unity Skills modules — functional (REST) modules and advisory (design) modules. Browse available modules, check operating-mode requirements (Approval/Auto/Bypass), and pick the right module for a task. Use when looking for which Unity module handles something, browsing the module catalog, or checking a module's mode requirements, even if the user just says "有哪些 Unity 技能" or "Unity 模块列表". Unity Skills 所有模块的索引(功能型 REST 模块与建议型设计模块);当用户要查找某事由哪个 Unity 模块处理、浏览模块目录、或确认模块的模式要求时使用。
AI-powered scene operations — SQL-like and spatial object queries plus automatic layout and auto-binding. Use when querying scene objects by condition or proximity, auto-arranging objects, or auto-wiring references, even if the user just says "找出所有…的物体" or "自动排列". AI 驱动的场景操作(类 SQL 与空间对象查询、自动布局、自动绑定);当用户要按条件或邻近关系查询场景对象、自动排布对象、或自动连线引用时使用。
Operate on Unity Terrain — create TerrainData, sculpt heights, paint texture layers, and smooth/flatten regions. Use when creating or editing terrain, sculpting or smoothing the heightmap, or painting terrain texture layers, even if the user just says "地形" or "刷地面". 操作 Unity Terrain(创建 TerrainData、雕刻高度、绘制纹理层、平滑/压平区域);当用户要创建或编辑地形、雕刻或平滑高度图、或绘制地形纹理层时使用。
Advises on Unity testability — isolating logic out of MonoBehaviour and planning EditMode/PlayMode tests. Use when improving testability, extracting logic for unit tests, or planning a test strategy, even if the user just says "怎么测试" or "代码不好测". 为 Unity 可测试性提供建议(把逻辑从 MonoBehaviour 中剥离、规划 EditMode/PlayMode 测试);当用户要提升可测试性、为单元测试抽取逻辑、或规划测试策略时使用。
Edit Unity Timeline — create Timeline assets and add typed tracks (animation, activation, audio, signal, etc.). Use when building cutscenes or sequences, creating a Timeline asset, or adding tracks and clips, even if the user just says "时间轴" or "做个过场动画". 编辑 Unity Timeline(创建 Timeline 资产、添加带类型的轨道:动画、激活、音频、信号等);当用户要制作过场或序列、创建 Timeline 资产、或添加轨道与片段时使用。
Create and lay out Unity UGUI (Canvas-based UI) — Canvas, panels, buttons, text, images, and layout groups. Use when building UGUI screens, adding Canvas elements, or arranging UI layout, even if the user just says "做个UI" or "界面". 创建与布局 Unity UGUI(基于 Canvas 的 UI:Canvas、面板、按钮、文本、图片、布局组);当用户要搭建 UGUI 界面、添加 Canvas 元素、或排布 UI 布局时使用。
Build Unity UI Toolkit (UITK) UIs — create/edit USS stylesheets and UXML layouts, configure UIDocument components, declare runtime data bindings in UXML, create world-space UI panels, and run UXML upgraders. Use when authoring runtime or editor UI with UI Toolkit, writing USS/UXML, wiring a UIDocument, binding UI to a data source, or building 3D/world-space UI, even if the user just says "UITK" or "UXML". 构建 Unity UI Toolkit(UITK)界面(创建/编辑 USS 样式表与 UXML 布局、配置 UIDocument 组件、在 UXML 中声明运行时数据绑定、创建世界空间 UI 面板、批量升级 UXML);当用户要用 UI Toolkit 编写运行时或编辑器 UI、编写 USS/UXML、接入 UIDocument、把 UI 绑定到数据源、或做 3D/世界空间 UI 时使用。
Source-anchored design rules for Cysharp UniTask 2.5.10 (Unity 2018.4+) — struct semantics, PlayerLoop timing, cancellation, composition, conversion, async enumerables, triggers, and pitfalls. Use when writing or reviewing async UniTask code, choosing PlayerLoopTiming, handling CancellationToken, or composing WhenAll/WhenAny, even if the user just says "异步" or "零分配async". 为 Cysharp UniTask 2.5.10(Unity 2018.4+)提供源码锚定的设计规则(struct 语义、PlayerLoop 时机、取消、组合、转换、异步流、触发器、陷阱);当用户要编写或审查 async UniTask 代码、选择 PlayerLoopTiming、处理 CancellationToken、或组合 WhenAll/WhenAny 时使用。
Manage the Universal Render Pipeline (URP) — URP assets, the renderer, and renderer features. Use when configuring the URP asset, adding or editing renderer features, or adjusting URP rendering settings, even if the user just says "URP配置" or "渲染特性". 管理通用渲染管线(URP:URP 资产、渲染器、渲染器特性);当用户要配置 URP 资产、添加或编辑渲染器特性、或调整 URP 渲染设置时使用。
Validate project and scene health plus cleanup — find broken references, missing scripts, and other integrity issues. Use when checking for broken or missing references, validating scene/project integrity, or cleaning up issues before a build, even if the user just says "检查引用" or "有没有丢失". 校验项目与场景健康度并清理(查找断裂引用、丢失脚本及其他完整性问题);当用户要检查断裂或丢失引用、校验场景/项目完整性、或在构建前清理问题时使用。
Work with the SRP Volume framework — create/load VolumeProfile assets and create global/local Volume GameObjects with components. Use when setting up volumes, creating or loading a VolumeProfile, or adding global/local volumes to a scene, even if the user just says "Volume" or "体积". 使用 SRP Volume 框架(创建/加载 VolumeProfile 资产、创建全局/局部 Volume GameObject 及组件);当用户要搭建 Volume、创建或加载 VolumeProfile、或向场景添加全局/局部 Volume 时使用。
Persistent operation history and orchestration — snapshots, task/session undo, bookmarks, and batch planning/retry/rollback. Use when undoing a whole task or session, snapshotting before risky changes, planning or previewing batch operations, or rolling back, even if the user just says "撤销整个操作" or "回滚". 持久化操作历史与编排(快照、任务/会话级撤销、书签、批量规划/重试/回滚);当用户要撤销整个任务或会话、在高危改动前快照、规划或预览批量操作、或回滚时使用。
Set up XR Interaction Toolkit (XRI) for VR/AR — XR rigs and grab/socket/ray interactors. Use when building VR/AR interaction, setting up an XR rig, or configuring grab/socket/ray interactors, even if the user just says "VR" or "XR交互". 搭建用于 VR/AR 的 XR Interaction Toolkit(XRI:XR rig、抓取/插槽/射线交互器);当用户要构建 VR/AR 交互、搭建 XR rig、或配置抓取/插槽/射线交互器时使用。
Last-resort guidance for safely hand-editing Unity serialized YAML (.unity/.prefab/.asset/.meta/ProjectSettings) — reference/fileID repair, GUID safety, and merge-conflict fixes. Use when REST cannot reach the change and YAML must be hand-edited — fixing m_Script GUIDs, broken fileID references, .meta files, or merge conflicts, even if the user just says "场景文件打不开" or "引用丢了". 安全手编 Unity 序列化 YAML(.unity/.prefab/.asset/.meta/ProjectSettings)的最后手段(引用/fileID 修复、GUID 安全、合并冲突修复);当 REST 无法触达、必须手编 YAML 时使用——修复 m_Script GUID、断裂 fileID 引用、.meta 文件或合并冲突。
Automate YooAsset hot-update and asset bundles — build bundles, run Editor simulate builds, manage Collector groups, analyze BuildReport, and validate runtime. Use when building or simulating YooAsset bundles, configuring collectors, or validating hot-update assets, even if the user just says "热更" or "打AB包". 自动化 YooAsset 热更新与资源包(构建 bundle、编辑器模拟构建、管理 Collector 分组、分析 BuildReport、运行时校验);当用户要构建或模拟 YooAsset 资源包、配置 collector、或校验热更资源时使用。
Source-anchored design rules for YooAsset v2.3.18 — initialization, default-package shortcuts, play modes, asset handles, loading, updates, filesystem, build, and pitfalls. Use when writing or reviewing YooAsset code, initializing packages, loading assets via handles, setting up hot-update/download, or choosing a play mode, even if the user just says "热更" or "资源包". 为 YooAsset v2.3.18 提供源码锚定的设计规则(初始化、默认包快捷方式、运行模式、资源句柄、加载、更新、文件系统、构建、陷阱);当用户要编写或审查 YooAsset 代码、初始化 package、用句柄加载资源、配置热更/下载、或选择运行模式时使用。