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。
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-light
> BATCH-FIRST: Use *_batch skills when operating on 2+ lights.
light_create, light_set_properties, light_set_properties_batch, light_set_enabled, light_set_enabled_batch, light_add_probe_group, light_add_reflection_probe) need user grant; grant triggers a single server-side execution that returns the result.light_get_info, light_find_all, light_get_lightmap_settings) are SkillMode.SemiAuto — they run in all three modes without grant.gameobject_delete from the gameobject module.DO NOT (common hallucinations):
light_add does not exist → use light_create (creates a new light GameObject)light_set_color / light_set_intensity do not exist → use light_set_properties (sets color, intensity, range, shadows together)light_delete does not exist → use gameobject_delete on the light's GameObjectlight_set_shadow does not exist → use light_set_properties with shadows parameter ("none"/"hard"/"soft")Routing:
light_get_lightmap_settings (this module)light_add_reflection_probe (this module)light_add_probe_group (this module)> Object Targeting: All single-object skills accept name (string) and instanceId (int, preferred). Provide at least one. path (hierarchy path) is also accepted where noted.
| Single Object | Batch Version | Use Batch When |
|---------------|---------------|----------------|
| light_set_properties | light_set_properties_batch | Configuring 2+ lights |
| light_set_enabled | light_set_enabled_batch | Toggling 2+ lights |
No batch needed:
light_create - Create a lightlight_get_info - Get light informationlight_find_all - Find all lights (returns list)light_add_probe_group - Add a Light Probe Group with optional grid layoutlight_add_reflection_probe - Create a Reflection Probe at a positionlight_get_lightmap_settings - Inspect Lightmap baking settings| Type | Description | Use Case |
|------|-------------|----------|
| Directional | Parallel rays, no position | Sun, moon |
| Point | Omnidirectional from a point | Torches, bulbs |
| Spot | Cone-shaped beam | Flashlights, spotlights |
| Area | Rectangle/disc (baked only) | Windows, soft lights |
Create a new light.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| name | string | No | "New Light" | Light name |
| lightType | string | No | "Point" | Directional/Point/Spot/Area |
| x, y, z | float | No | 0,3,0 | Position |
| r, g, b | float | No | 1,1,1 | Color (0-1) |
| intensity | float | No | 1 | Light intensity |
| range | float | No | 10 | Range (Point/Spot) |
| spotAngle | float | No | 30 | Cone angle (Spot only) |
| shadows | string | No | "soft" | none/hard/soft |
Returns: {success, name, instanceId, lightType, position, color, intensity, shadows}
Configure light properties.
| Parameter | Type | Required | Description |
|-----------|------|----------|-------------|
| name | string | No* | Light object name |
| instanceId | int | No* | Instance ID (preferred) |
| r, g, b | float | No | Color (0-1) |
| intensity | float | No | Light intensity |
| range | float | No | Range (Point/Spot) |
| spotAngle | float | No | Cone angle (Spot only) |
| shadows | string | No | none/hard/soft |
Returns: {success, name, lightType, color, intensity, range, spotAngle, shadows}
Configure multiple lights. Each item accepts: name/instanceId/path (identifier) + r, g, b, intensity, range, shadows (all optional).
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| items | json string | Yes | - | JSON array of per-item objects (see example below) |
Returns: {success, totalItems, successCount, failCount, results: [{success, name}]}
unity_skills.call_skill("light_set_properties_batch", items=[
{"name": "Light1", "intensity": 2.0, "r": 1, "g": 0.9, "b": 0.8},
{"instanceId": 12345, "intensity": 1.5, "shadows": "soft"},
{"name": "Light3", "intensity": 2.0}
])
Enable or disable a light.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| name | string | No* | - | Light object name |
| instanceId | int | No* | - | Instance ID |
| path | string | No* | - | Hierarchy path |
| enabled | bool | No | true | Enable state |
Returns: {success, name, enabled}
Enable or disable multiple lights.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| items | json string | Yes | - | JSON array of per-item objects (see example below) |
Returns: {success, totalItems, successCount, failCount, results: [{success, name, enabled}]}
unity_skills.call_skill("light_set_enabled_batch", items=[
{"name": "Torch1", "enabled": False},
{"name": "Torch2", "enabled": False},
{"name": "Torch3", "enabled": False}
])
Get detailed light information.
| Parameter | Type | Required | Description |
|-----------|------|----------|-------------|
| name | string | No* | Light object name |
| instanceId | int | No* | Instance ID |
Returns: {name, instanceId, path, lightType, color, intensity, range, spotAngle, shadows, enabled, cullingMask, bounceIntensity}
Find all lights in scene.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| lightType | string | No | null | Filter by type |
| limit | int | No | 50 | Max results |
Returns: {count, lights: [{name, instanceId, path, lightType, intensity, enabled}]}
light_add_probe_groupAdd a Light Probe Group to a GameObject. Optional grid layout: gridX/gridY/gridZ (count per axis), spacingX/spacingY/spacingZ (meters between probes).
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| name | string | No | null | GameObject name |
| instanceId | int | No | 0 | Instance ID |
| path | string | No | null | Hierarchy path |
| gridX | int | No | 0 | Probe count on X axis |
| gridY | int | No | 0 | Probe count on Y axis |
| gridZ | int | No | 0 | Probe count on Z axis |
| spacingX | float | No | 2 | Meters between probes on X |
| spacingY | float | No | 1.5 | Meters between probes on Y |
| spacingZ | float | No | 2 | Meters between probes on Z |
Returns: { success, gameObject, probeCount, existed, hasGrid }
light_add_reflection_probeCreate a Reflection Probe at a position.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| probeName | string | No | "ReflectionProbe" | Probe name |
| x, y, z | float | No | 0,1,0 | Position |
| sizeX, sizeY, sizeZ | float | No | 10,10,10 | Probe box size |
| resolution | int | No | 256 | Cubemap resolution |
Returns: { success, name, instanceId, resolution, size }
light_get_lightmap_settingsGet Lightmap baking settings.
No parameters.
Returns: { success, bakedGI, realtimeGI, lightmapSize, lightmapPadding, isRunning, lightmapCount }
import unity_skills
# BAD: 4 API calls
unity_skills.call_skill("light_set_properties", name="Light1", intensity=2.0)
unity_skills.call_skill("light_set_properties", name="Light2", intensity=2.0)
unity_skills.call_skill("light_set_properties", name="Light3", intensity=2.0)
unity_skills.call_skill("light_set_properties", name="Light4", intensity=2.0)
# GOOD: 1 API call
unity_skills.call_skill("light_set_properties_batch", items=[
{"name": "Light1", "intensity": 2.0},
{"name": "Light2", "intensity": 2.0},
{"name": "Light3", "intensity": 2.0},
{"name": "Light4", "intensity": 2.0}
])
unity_skills.call_skill("light_create",
name="Sun", lightType="Directional",
r=1, g=0.95, b=0.85, intensity=1.2, shadows="soft"
)
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.
Analyzes job descriptions and generates tailored resumes that highlight relevant experience, skills, and achievements to maximize interview chances
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Build and distribute Expo development clients locally or via TestFlight
Use when you have a written implementation plan to execute in a separate session with review checkpoints
Data structure for annotated matrices in single-cell analysis. Use when working with .h5ad files or integrating with the scverse ecosystem. This is the data format skill—for analysis workflows use scanpy; for probabilistic models use scvi-tools; for population-scale queries use cellxgene-census.
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Take besty0728/unity-light 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.