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Unity Skills Index Agent Skill

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。

2.3k tokens
context cost
SKILL.md, read when the skill is used
125
files
plus reference files
0
copies elsewhere
how many repositories repackaged it
1 536
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-skills-index

What comes with it

331 057 bytes besides the instruction
addressables-design/ASSETREF.md
addressables-design/DOWNLOAD.md
addressables-design/HANDLES.md
addressables-design/INIT.md
addressables-design/LOADING.md
addressables-design/PITFALLS.md
addressables-design/SCENE.md
addressables-design/UPDATE.md
dotween-design/BASICS.md
dotween-design/EASE.md
dotween-design/INTEGRATION.md
dotween-design/LIFETIME.md
dotween-design/PITFALLS.md
dotween-design/SEQUENCE.md
dotween-design/SHORTCUTS.md
dotween-design/TWEEN.md
importer/IMPORT_REFERENCE.md
netcode-design/LIFECYCLE.md
netcode-design/OWNERSHIP.md
netcode-design/PITFALLS.md
netcode-design/RPC.md
netcode-design/SCENE.md
netcode-design/SPAWNING.md
netcode-design/TRANSPORT.md
netcode-design/VARIABLES.md
probuilder/MODELING_REFERENCE.md
shadergraph-design/NODES.md
shadergraph-design/PITFALLS.md
shadergraph-design/RECIPES.md
shadergraph-design/REVIEW.md
shadergraph-design/VERSIONS.md
ui/UI_REFERENCE.md
uitoolkit/USS_REFERENCE.md
unitask-design/ASYNCENUMERABLE.md
unitask-design/BASICS.md
unitask-design/CANCELLATION.md
unitask-design/COMPOSITION.md
unitask-design/CONVERSION.md
unitask-design/PITFALLS.md
unitask-design/PLAYERLOOP.md

The instruction itself

5 sections, as written by the author

Unity Skills - Module Index

Module docs. Start with ../SKILL.md for mode switching and schema-first rules.

> Multi-instance: For version-specific projects, call unity_skills.set_unity_version(...) first.

> Schema-first: Use GET /skills/schema or unity_skills.get_skill_schema() for exact signatures. Load module docs for workflow guidance and guardrails.

Modules

> Mode legend (v1.9.0+, caller-facing — describes what the caller can do, not the C# attribute):

> - SA — module skills mostly run directly in all three modes (Approval / Auto / Bypass) without a grant.

> - FA — module skills mostly require user grant under Approval (single-shot one-step execution); under Auto / Bypass they run directly with audit only.

> - Mixed — module is split between SA and FA; check per-skill mode returned by GET /skills before calling.

> - Suffix * — module contains auto-forbidden skills (Delete / Play Mode / Domain Reload / high-risk). These return MODE_FORBIDDEN under Approval and Auto; only Bypass runs them, or the user can permanently allow them via the Allowlist. Never attempt grant for them.

>

> Labels are guidance only; the per-skill mode field on GET /skills is authoritative.

| Module | Mode | Description | Batch Support |

|--------|:----:|-------------|---------------|

| gameobject | FA* | Object create/move/parent | Yes |

| component | Mixed* | Component add/remove/configure | Yes |

| material | FA | Material property edits | Yes |

| light | FA | Light create/configure | Yes |

| prefab | FA | Prefab create/apply/spawn | Yes |

| asset | SA* | Asset refresh/find/info | Yes |

| batch | SA | Batch and async jobs | Built-in |

| ui | FA | UGUI Canvas/UI creation | Yes |

| uitoolkit | Mixed* | UXML/USS/UIDocument | No |

| script | SA* | Script create/read/update | Yes |

| scene | SA* | Scene load/save/query | No |

| editor | SA* | Play/select/undo/redo/change journal | No |

| animator | FA | Animator controllers | No |

| shader | Mixed* | Shader create/list | No |

| shadergraph | Mixed* | Shader Graph create/inspect/blackboard edit/constrained node editing | No |

| graphics | Mixed | GraphicsSettings / QualitySettings / SRP assets | No |

| volume | Mixed* | Volume / VolumeProfile / VolumeComponent | No |

| postprocess | FA* | Modern URP/HDRP post-processing | No |

| urp | Mixed* | URP asset / renderer / renderer features | No |

| decal | Mixed* | URP Decal Projector workflow | Yes |

| console | SA | Log capture/filter | No |

| validation | SA* | Broken reference checks | No |

| importer | Mixed | Texture/audio/model import | Yes |

| cinemachine | FA* | VCam operations | No |

| probuilder | FA* | ProBuilder mesh edits | No |

| xr | FA | XRI setup | No |

| terrain | FA | Terrain create/paint | No |

| physics | Mixed | Raycast/overlap/gravity | No |

| navmesh | Mixed* | NavMesh bake/query | No |

| timeline | FA* | Timeline tracks/clips | No |

| workflow | SA* | Task snapshots/undo, batch orchestration | No |

| cleaner | SA* | Unused/duplicate assets | No |

| smart | FA* | Query/layout/auto-bind | No |

| perception | SA | Scene/project analysis | No |

| camera | FA | Scene View camera | No |

| event | Mixed* | UnityEvent wiring | No |

| package | Mixed* | UPM install/query | No |

| project | SA | Project info/settings | No |

| profiler | SA | Perf statistics | No |

| optimization | Mixed | Asset optimization | No |

| sample | Mixed* | Demo/test skills | No |

| debug | SA | Compile/system diagnostics | No |

| test | Mixed | Unity Test Runner | No |

| bookmark | SA | Scene View bookmarks | No |

| history | SA | Undo/redo history | No |

| scriptableobject | Mixed* | ScriptableObject assets | No |

| netcode | Mixed* | Netcode for GameObjects setup, prefabs, lifecycle, host/server/client | Yes |

| yooasset | Mixed* | YooAsset hot-update: build bundles, Collector CRUD, BuildReport asset/dependency analysis, PlayMode runtime validation, Reporter/Debugger/AssetArtScanner tools | Yes |

| dotween | Mixed* | DOTween Pro DOTweenAnimation editor-time configuration (add/batch/stagger/tune) | Yes |

| primetween | Mixed* | PrimeTween Free inspection, factory discovery, and runtime tween/sequence script generation | No |

| behavior | Mixed* | Unity Behavior graph assets, agents, blackboard variables (com.unity.behavior, reflection-based) | Yes |

| hybridclr | Mixed* | HybridCLR hot-update settings, codegen, DLL compile/copy pipeline (com.code-philosophy.hybridclr, reflection-based) | Yes |

Advisory Design Modules

These modules provide design guidance only.

| Module | Description |

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

| project-scout | Inspect existing project |

| architecture | Plan system boundaries |

| adr | Record tradeoffs |

| performance | Review hot paths |

| asmdef | Plan asmdef deps |

| blueprints | Small-game blueprints |

| script-roles | Assign class roles |

| scene-contracts | Define scene wiring |

| testability | Extract testable logic |

| patterns | Choose patterns |

| async | Choose async model |

| inspector | Design authoring UX |

| scriptdesign | Review script structure |

| netcode-design | Netcode source-anchored rules (lifecycle/ownership/RPC/variables/spawn/scene/transport/pitfalls) |

| yooasset-design | YooAsset v2.3.18 source-anchored rules (init/default-package shortcuts/playmode/handles/loading/update/filesystem/build/pitfalls) |

| addressables-design | Addressables dual-version (1.22.3 Unity 2022 / 2.9.1 Unity 6) source-anchored rules (init/handles/loading/scene/update/download/assetref/pitfalls) with migration table |

| unitask-design | UniTask 2.5.10 source-anchored rules (basics/playerloop/cancellation/composition/conversion/asyncenumerable/triggers/pitfalls) |

| dotween-design | DOTween 1.3.015 source-anchored rules (basics/tween/sequence/shortcuts/ease/lifetime/integration/pitfalls) |

| primetween-design | PrimeTween 1.4.6 source-anchored rules (factories/handles/sequences/cycles/callbacks/lifetime/integration) |

| shadergraph-design | ShaderGraph dual-version source-anchored rules (versions/node subset/recipes/pitfalls/review) |

| yaml-editing | Safe hand-edit rules for serialized YAML (.unity/.prefab/.asset/.meta/ProjectSettings) when REST cannot reach — reference/fileID repair, .meta/GUID safety, ProjectSettings patch, merge conflict |

Batch-First Rule

When a task touches 2+ objects in Auto / Bypass mode (or after a successful grant under Approval), prefer *_batch skills over repeated single-item calls.

Skill Naming Convention

Skills follow <module>_<action> or <module>_<action>_batch.

Use schema to verify the exact prefix list.

Special: scene_analyze, hierarchy_describe, project_stack_detect → perception; job_* → batch.

If a skill name does not match a valid prefix or a schema result, do not invent it.

Other skills for the same job

different authors, same section of the catalogue
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Doca Erasure Coding
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How to use it

Copy the folder

Take besty0728/unity-skills-index 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.