mcpbeat

Unity Perception

besty0728/unity-perception

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。

2k tokens
context cost
the whole folder, loaded on every use
1
files
instructions only
0
copies elsewhere
how many repositories repackaged it
1536
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-perception

The instruction itself

20 sections, as written by the author

Unity Perception Skills

Use this module for read-only scene and project analysis.

Operating Mode

  • Approval / Auto / Bypass: 本模块 18 个 skill 里的 17 个纯读 skill(scene_analyze / scene_summarize / scene_health_check / scene_component_stats / scene_find_hotspots / scene_tag_layer_stats / scene_performance_hints / scene_diff / hierarchy_describe / scene_context / scene_dependency_analyze / scene_spatial_query / scene_materials / scene_contract_validate / project_stack_detect / script_analyze / script_dependency_graph)都标 Mode = SkillMode.SemiAutoReadOnly = true,三档模式下直接执行无需 grant。
  • 特别说明scene_export_report 写 markdown 文件到磁盘(Operation = Analyze | Execute,标 MutatesAssets = true),因此不是 SemiAuto——它走默认 SkillMode.FullAuto,Approval 模式下需要 grant 才能执行。
  • 本模块不含 Delete / PlayMode / Reload / RiskLevel=high 类 skill —— 没有 IsForbiddenInSemi 拦截。

DO NOT (common hallucinations):

  • perception_analyze, perception_scan, and perception_describe do not exist
  • scene_context is not editor_get_context: it exports hierarchy/components/references, while editor context focuses on current editor state
  • scene_analyze, scene_health_check, scene_contract_validate, scene_component_stats, scene_find_hotspots, and project_stack_detect belong to this module even if the prefix looks like scene_* or project_*

Routing:

  • Current selection/play-mode/editor state -> editor_get_context
  • Object search by name/path -> scene_find_objects or gameobject_find
  • Script dependency closure -> script_dependency_graph

Skills

Scene Health and Summary

| Skill | Use | Key parameters |

|-------|-----|----------------|

| scene_analyze | Combined scene + project analysis | topComponentsLimit?, issueLimit?, deepHierarchyThreshold?, largeChildCountThreshold? |

| scene_health_check | Read-only health report | issueLimit?, deepHierarchyThreshold?, largeChildCountThreshold? |

| scene_summarize | Structured scene summary | includeComponentStats?, topComponentsLimit? |

| scene_component_stats | Component and facility stats | topComponentsLimit? |

| scene_find_hotspots | Deep hierarchy / large group / empty node hotspots | thresholds + maxResults? |

| scene_tag_layer_stats | Tag/layer usage | none |

| scene_performance_hints | Prioritized optimization hints | none |

Scene Snapshots and Exports

| Skill | Use | Key parameters |

|-------|-----|----------------|

| scene_diff | Capture or compare lightweight snapshots | snapshotJson? |

| hierarchy_describe | Return text hierarchy tree | maxDepth?, includeInactive?, maxItemsPerLevel? |

| scene_context | Export hierarchy, components, references | maxDepth?, maxObjects?, rootPath?, includeValues?, includeReferences?, includeCodeDeps? |

| scene_export_report | Save markdown scene report | savePath?, maxDepth?, maxObjects? |

| scene_dependency_analyze | Analyze impact / dependency graph in-scene | targetPath?, savePath? |

Project and Script Analysis

| Skill | Use | Key parameters |

|-------|-----|----------------|

| project_stack_detect | Detect pipeline, input, UI, packages, tests, folders | none |

| script_analyze | Analyze one MonoBehaviour / ScriptableObject / user class by class name | scriptName, includePrivate? |

| script_dependency_graph | N-hop dependency closure for one script class name | scriptName, maxHops?, includeDetails? |

Spatial and Material Queries

| Skill | Use | Key parameters |

|-------|-----|----------------|

| scene_spatial_query | Find objects near a point or object | x/y/z?, radius?, nearObject?, componentFilter?, maxResults? |

| scene_materials | Summarize scene materials and shaders | includeProperties? |

| scene_contract_validate | Validate default roots/tags/layers/UI EventSystem conventions | requiredRootsJson?, requiredTagsJson?, requiredLayersJson?, requireEventSystemForUi? |

High-Frequency Skill Differences

scene_summarize vs scene_analyze vs scene_health_check

| Skill | Best for | Typical output focus |

|-------|----------|----------------------|

| scene_summarize | Fast overview | object counts, hierarchy depth, top components |

| scene_analyze | Broad diagnosis | summary + findings + warnings + recommendations + next-skill hints |

| scene_health_check | Hygiene / red flags | missing scripts, duplicate names, deep hierarchy, empty nodes, hotspot-style findings |

scene_context vs hierarchy_describe

| Skill | Best for | Output style |

|-------|----------|-------------|

| hierarchy_describe | Human-readable tree | text tree, lightweight |

| scene_context | AI coding context | structured hierarchy + components + references + optional code dependencies |

scene_dependency_analyze vs script_dependency_graph

| Skill | Scope | Use when |

|-------|-------|----------|

| scene_dependency_analyze | Scene object references | ask "who depends on this object if I delete or disable it" |

| script_dependency_graph | Script class dependency closure | ask "which scripts do I have to touch to change this feature" |

Key Return Shapes

scene_summarize

Returns sceneName, stats, and optional topComponents.

scene_analyze

Returns summary, stats, findings, warnings, recommendations, and suggestedNextSkills.

scene_health_check

Returns summary, findings, hotspots, and suggestedNextSkills.

scene_context

Returns a structured export with objects, references, and optional codeDependencies. Use it when another AI step needs full scene context, not just a human summary.

High-frequency options:

  • rootPath to export only one subtree
  • includeValues=true when serialized field values matter
  • includeCodeDeps=true when AI needs a rough scene-to-code dependency picture

scene_export_report

Writes a markdown artifact to disk and returns savedTo, object/script/reference counts, and success state. Prefer this when the user wants a durable report file.

Defaults:

  • savePath = "Assets/Docs/SceneReport.md"
  • maxDepth = 10
  • maxObjects = 500

When to Use Which Skill

| Need | Best first skill |

|------|------------------|

| Quick scene overview | scene_summarize |

| Full diagnosis | scene_analyze |

| Suspicious hierarchy or clutter | scene_find_hotspots |

| Safe-to-delete / impact question | scene_dependency_analyze |

| AI coding context export | scene_context |

| Script reading order | script_dependency_graph |

| Render/input/UI stack detection | project_stack_detect |

Minimal Example

import unity_skills

summary = unity_skills.call_skill("scene_summarize", includeComponentStats=True)
health = unity_skills.call_skill("scene_health_check", issueLimit=50)
context = unity_skills.call_skill("scene_context", maxDepth=6, maxObjects=120)
report = unity_skills.call_skill("scene_export_report", savePath="Assets/Docs/SceneReport.md")

Exact Signatures

Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.

How to use it

Copy the folder

Take besty0728/unity-perception from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

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.