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。
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-event
Inspect and modify persistent listeners on UnityEvents (e.g. Button.onClick, Toggle.onValueChanged) — the same listeners you see in the Inspector's event drop slots.
event_get_listeners / event_list_events / event_get_listener_count,源码标 SkillMode.SemiAuto)直接执行;其余变更/调用类(event_add_listener / event_set_listener / event_set_listener_state / event_invoke / event_add_listener_batch / event_copy_listeners,标 SkillMode.FullAuto)需用户 grant,grant 后服务端一步执行返结果。event_remove_listener、event_clear_listeners 标记为 SkillOperation.Delete,被 IsForbiddenInSemi 静态拦截 —— 仅 Bypass 模式或加入 Allowlist 才能调用。event_invoke 只在 Play mode / runtime 下有效;编辑器空跑时仅触发 EditorAndRuntime 监听。event_add_listener 等写入的是 persistent listener(序列化到 prefab/scene),即可在编辑器时配置。DO NOT (common hallucinations):
event_create / event_trigger do not exist → UnityEvents are declared in component source code; this module only wires listenersevent_subscribe does not exist → use event_add_listenerevent_remove does not exist → use event_remove_listenerevent_add_listener requires exact component type and method name on the targetRouting:
xr module's xr_add_interaction_eventscript moduleevent_get_listenersGet persistent listeners of a UnityEvent.
Parameters:
name / instanceId / path: Target GameObject locator.componentName (string): Component name.eventName (string): Event field name (e.g. "onClick").event_add_listenerAdd a persistent listener to a UnityEvent (Editor time).
Parameters:
name / instanceId / path, componentName, eventName: Target event.targetObjectName, targetComponentName, methodName: Method to call.mode (string, optional): "RuntimeOnly", "EditorAndRuntime", "Off".argType (string, optional): "void", "int", "float", "string", "bool".floatArg, intArg, stringArg, boolArg: Argument value if needed.event_remove_listenerRemove a persistent listener by index.
Parameters:
name / instanceId / path, componentName, eventName: Target event.index (int): Listener index.event_invokeInvoke a UnityEvent explicitly (Runtime only).
Parameters:
name / instanceId / path, componentName, eventName: Target event.event_clear_listenersRemove all persistent listeners from a UnityEvent.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| name | string | No | null | GameObject name |
| instanceId | int | No | 0 | GameObject instance ID |
| path | string | No | null | GameObject hierarchy path |
| componentName | string | No | null | Component name |
| eventName | string | No | null | Event field name (e.g. "onClick") |
Returns: { success, removed }
event_set_listener_stateSet a listener's call state (Off, RuntimeOnly, EditorAndRuntime).
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| name | string | No | null | GameObject name |
| instanceId | int | No | 0 | GameObject instance ID |
| path | string | No | null | GameObject hierarchy path |
| componentName | string | No | null | Component name |
| eventName | string | No | null | Event field name |
| index | int | No | 0 | Listener index |
| state | string | No | null | Call state: "Off", "RuntimeOnly", or "EditorAndRuntime" |
Returns: { success, index, state }
event_set_listenerReplace a persistent listener at a specific index.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| name | string | No | null | GameObject name |
| instanceId | int | No | 0 | GameObject instance ID |
| path | string | No | null | GameObject hierarchy path |
| componentName | string | No | null | Source component name |
| eventName | string | No | null | Event field name |
| index | int | No | 0 | Listener index to replace |
| targetName | string | No | null | Target GameObject name |
| targetInstanceId | int | No | 0 | Target GameObject instance ID |
| targetPath | string | No | null | Target hierarchy path |
| targetComponentName | string | No | null | Target component name, or GameObject |
| methodName | string | No | null | Public method or set_PropertyName |
| mode | string | No | RuntimeOnly | Off, RuntimeOnly, or EditorAndRuntime |
| argType | string | No | void | void, int, float, string, bool, object |
| floatArg | float | No | 0 | Static float argument |
| intArg | int | No | 0 | Static int argument |
| stringArg | string | No | null | Static string argument |
| boolArg | bool | No | false | Static bool argument |
| objectReferenceName | string | No | null | Scene object argument name |
| objectReferenceInstanceId | int | No | 0 | Scene object argument instance ID |
| objectReferencePath | string | No | null | Scene object argument path |
| objectAssetPath | string | No | null | Project asset argument path |
| objectType | string | No | null | Object/component type for object argument |
Returns: { success, index, target, targetType, method, state, argType }
event_list_eventsList all UnityEvent fields on a component.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| name | string | No | null | GameObject name |
| instanceId | int | No | 0 | GameObject instance ID |
| path | string | No | null | GameObject hierarchy path |
| componentName | string | No | null | Component name |
Returns: { success, component, count, events }
event_add_listener_batchAdd multiple listeners at once. items: JSON array of {targetObjectName, targetComponentName, methodName}.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| name | string | No | null | GameObject name |
| instanceId | int | No | 0 | GameObject instance ID |
| path | string | No | null | GameObject hierarchy path |
| componentName | string | No | null | Component name |
| eventName | string | No | null | Event field name |
| items | string | No | null | JSON array of {targetObjectName, targetComponentName, methodName} |
Returns: { success, added, total }
event_copy_listenersCopy listeners from one event to another.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| sourceObject | string | Yes | - | Source GameObject name |
| sourceComponent | string | Yes | - | Source component name |
| sourceEvent | string | Yes | - | Source event field name |
| targetObject | string | Yes | - | Target GameObject name |
| targetComponent | string | Yes | - | Target component name |
| targetEvent | string | Yes | - | Target event field name |
Returns: { success, copied }
event_get_listener_countGet the number of persistent listeners on a UnityEvent.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| name | string | No | null | GameObject name |
| instanceId | int | No | 0 | GameObject instance ID |
| path | string | No | null | GameObject hierarchy path |
| componentName | string | No | null | Component name |
| eventName | string | No | null | Event field name |
Returns: { success, count }
Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.
Integration with protocols.io API for managing scientific protocols. This skill should be used when working with protocols.io to search, create, update, or publish protocols; manage protocol steps and materials; handle discussions and comments; organize workspaces; upload and manage files; or integrate protocols.io functionality into workflows. Applicable for protocol discovery, collaborative protocol development, experiment tracking, lab protocol management, and scientific documentation.
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Use when you have a written implementation plan to execute in a separate session with review checkpoints
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Take besty0728/unity-event from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.