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Unity Scriptableobject

besty0728/unity-scriptableobject

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。

2k tokens
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the whole folder, loaded on every use
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instructions only
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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-scriptableobject

The instruction itself

17 sections, as written by the author

ScriptableObject Skills

Create and manage ScriptableObject assets.

Operating Mode

  • Approval:本模块 Mixed —— scriptableobject_get / scriptableobject_get_serialized_properties / scriptableobject_list_types / scriptableobject_find / scriptableobject_export_jsonSkillMode.SemiAuto,可直接执行;写类 skill (scriptableobject_create / scriptableobject_set / scriptableobject_set_batch / scriptableobject_set_serialized_property / scriptableobject_set_serialized_property_batch / scriptableobject_duplicate / scriptableobject_import_json) 标 SkillMode.FullAuto,需 grant 单次执行返结果。
  • Auto / Bypass:FullAuto 直接执行。
  • 含 NeverInSemi 高危 skillscriptableobject_delete(Operation.Delete)。该 skill 在 Approval/Auto 下返 MODE_FORBIDDEN,仅 Bypass 或 Allowlist 命中可调。

DO NOT (common hallucinations):

  • scriptableobject_create_type does not exist → create SO scripts via script_create with template "ScriptableObject"
  • scriptableobject_get_properties / scriptableobject_read do not exist → use scriptableobject_get (reflection view) or scriptableobject_get_serialized_properties (Inspector/serialized view)
  • scriptableobject_set_property / scriptableobject_set_field do not exist → use scriptableobject_set (top-level public field) or scriptableobject_set_serialized_property (nested/array/reference/private)
  • scriptableobject_save does not exist → changes are auto-saved to the asset

Routing:

  • For ScriptableObject script creation → use script module with template "ScriptableObject"
  • For JSON import/export → scriptableobject_import_json / scriptableobject_export_json (this module)
  • Choosing a setter: scriptableobject_set / scriptableobject_set_batch only reach top-level public simple fields (reflection). For nested paths, arrays/lists, object references, private [SerializeField] fields, gradients, curves and [Flags] enums → scriptableobject_set_serialized_property (+ _batch).

Skills

scriptableobject_create

Create a new ScriptableObject asset.

Parameters:

  • typeName (string): ScriptableObject type name.
  • savePath (string): Asset save path.

scriptableobject_get

Get properties of a ScriptableObject.

Parameters:

  • assetPath (string): Asset path.

scriptableobject_set

Set a top-level public field/property on a ScriptableObject via reflection. For nested paths, arrays, object references or private [SerializeField] fields use scriptableobject_set_serialized_property.

Parameters:

  • assetPath (string): Asset path.
  • fieldName (string): Field or property name.
  • value (string): Value to set.

scriptableobject_list_types

List available ScriptableObject types in the project.

Parameters:

  • filter (string, optional): Filter by name.

scriptableobject_duplicate

Duplicate a ScriptableObject asset.

Parameters:

  • assetPath (string): Source asset path to duplicate.

scriptableobject_set_batch

Set multiple fields on a ScriptableObject at once. fields: JSON object {fieldName: value, ...}

| Parameter | Type | Required | Default | Description |

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

| assetPath | string | Yes | - | Asset path of the ScriptableObject |

| fields | string | Yes | - | JSON object with field-value pairs, e.g. {"fieldName": "value", ...} |

Returns: { success, fieldsSet }

scriptableobject_get_serialized_properties

List Inspector serialized properties of a ScriptableObject asset — propertyPath, type, and current value for every serialized field, including private [SerializeField] and nested/array children. Use the returned propertyPath values with scriptableobject_set_serialized_property.

| Parameter | Type | Required | Default | Description |

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

| assetPath | string | Yes | - | Asset path of the ScriptableObject |

| includeChildren | bool | No | true | Recurse into nested/array child properties |

| limit | int | No | 200 | Maximum number of properties to return |

Returns: { success, path, typeName, properties: [{ propertyPath, name, displayName, propertyType, type, isArray, editable, value }] }

scriptableobject_set_serialized_property

Set a single Inspector serialized property by propertyPath. Works where scriptableobject_set cannot: nested fields, arrays/lists, UnityEngine.Object references, private [SerializeField] fields, gradients, animation curves, and [Flags] enums.

| Parameter | Type | Required | Default | Description |

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

| assetPath | string | Yes | - | Asset path of the target ScriptableObject |

| propertyPath | string | Yes | - | Serialized property path (see syntax below); speed auto-falls back to m_Speed / _speed |

| value | string | No | null | Value to set (format depends on property type) |

| valueAssetPath | string | No | null | For ObjectReference properties: asset path of the asset to reference |

| valueObjectType | string | No | null | Optional type filter for the referenced asset (e.g. "Sprite", useful for sub-assets) |

propertyPath syntax:

  • Top-level field: speed
  • Nested field: stats.maxHp
  • Array/List element: items.Array.data[2]
  • Array/List resize: items.Array.size with value: "5" (resize first, then set elements)

Value formats:

  • Primitives: "3.5" / "true" / "hello"; Vector: "1,2,3"; Color: "1,0,0,1"; Enum: index or name
  • [Flags] enum: comma-separated names "Fire,Ice" (also |), or a raw bitmask number ("3", "-1" = Everything)
  • ObjectReference: pass valueAssetPath: "Assets/Icons/sword.png" (optionally valueObjectType); clear with value: "null"
  • Gradient: {"colorKeys":[{"color":"1,0,0,1","time":0},{"color":"0,0,1,1","time":1}],"alphaKeys":[{"alpha":1,"time":0},{"alpha":1,"time":1}],"mode":"Blend"}
  • AnimationCurve: {"keys":[{"time":0,"value":0},{"time":1,"value":1,"inTangent":2,"outTangent":2}],"preWrapMode":"ClampForever","postWrapMode":"Loop"}

Returns: { success, assetPath, propertyPath, valueSet }. Unknown propertyPath returns error plus availableProperties (first 60) for self-correction.

scriptableobject_set_serialized_property_batch

Set multiple Inspector serialized properties on one ScriptableObject asset in a single call.

| Parameter | Type | Required | Default | Description |

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

| assetPath | string | Yes | - | Asset path of the target ScriptableObject |

| items | string | Yes | - | JSON array of {propertyPath, value, valueAssetPath, valueObjectType} |

Example items: [{"propertyPath":"items.Array.size","value":"2"},{"propertyPath":"items.Array.data[0]","value":"101"},{"propertyPath":"icon","valueAssetPath":"Assets/Icons/sword.png"}]

Returns: { success, totalItems, successCount, failCount, results }

scriptableobject_delete

Delete a ScriptableObject asset.

| Parameter | Type | Required | Default | Description |

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

| assetPath | string | Yes | - | Asset path of the ScriptableObject to delete |

Returns: { success, deleted }

scriptableobject_find

Find ScriptableObject assets by type name.

| Parameter | Type | Required | Default | Description |

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

| typeName | string | Yes | - | ScriptableObject type name to search for |

| searchPath | string | No | "Assets" | Folder path to search within |

| limit | int | No | 50 | Maximum number of results to return |

Returns: { success, count, assets }

scriptableobject_export_json

Export a ScriptableObject to JSON.

| Parameter | Type | Required | Default | Description |

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

| assetPath | string | Yes | - | Asset path of the ScriptableObject to export |

| savePath | string | No | null | File path to save the JSON output; if omitted, JSON is returned inline |

Returns: { success, path } or { success, json }

scriptableobject_import_json

Import JSON data into a ScriptableObject. Two accepted formats:

  • Bare field object {"hp": 100, "title": "Boss"} — auto-wrapped into {"MonoBehaviour": {...}} before applying
  • The {"MonoBehaviour": {...}} envelope produced by scriptableobject_export_json

| Parameter | Type | Required | Default | Description |

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

| assetPath | string | Yes | - | Asset path of the target ScriptableObject |

| json | string | No | null | JSON string to import |

| jsonFilePath | string | No | null | Path to a JSON file to read and import |

Returns: { success, assetPath }. If no serialized field changed (field names did not match, or values already equal), returns success: true plus a warning — treat the warning as "nothing was written" and verify field names against scriptableobject_export_json output.


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-scriptableobject 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.