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Unity Skills Index

besty0728/unity-skills-index

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。

266k tokens
context cost
the whole folder, loaded on every use
125
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-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_detectperception; job_*batch.

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

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.