besty0728/unity-workflow
Persistent operation history and orchestration — snapshots, task/session undo, bookmarks, and batch planning/retry/rollback. Use when undoing a whole task or session, snapshotting before risky changes, planning or previewing batch operations, or rolling back, even if the user just says "撤销整个操作" or "回滚". 持久化操作历史与编排(快照、任务/会话级撤销、书签、批量规划/重试/回滚);当用户要撤销整个任务或会话、在高危改动前快照、规划或预览批量操作、或回滚时使用。
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-workflow
Persistent history and rollback system for AI operations ("Time Machine").
Allows tagging tasks, snapshotting objects before modification, and undoing specific tasks even after Editor restarts.
NEW: Session-level undo - Group all changes from a conversation and undo them together.
SkillMode.SemiAuto(bookmark / history / task / session 系列里的纯读查询 + workflow_plan,后者 ReadOnly=true 仅生成聚合计划),可直接执行。有副作用的 skill (bookmark_set / bookmark_goto / workflow_snapshot_object / workflow_snapshot_created / batch_retry_failed) 走默认 SkillMode.FullAuto,需 grant。bookmark_delete / workflow_delete_task(标 Operation.Delete,删除书签/任务记录)、workflow_clear_history(Operation.Delete + RiskLevel=high,清空全部历史+redo栈+文件存储,不可逆)。这些在 Approval/Auto 下返 MODE_FORBIDDEN,仅 Bypass 或 Allowlist 命中可调。> 注意:workflow_undo_task / workflow_session_undo 不是 Delete operation(标的是 Modify/Execute),它们能在 Approval/Auto 直接撤销已记录任务。
DO NOT (common hallucinations):
workflow_save does not exist → use workflow_task_end to end and save a taskworkflow_rollback does not exist → use workflow_undo_task (by taskId) or workflow_session_undo (by sessionId)workflow_create does not exist → use workflow_task_startworkflow_revert_task is deprecated → use workflow_undo_taskRouting:
editor_undo / editor_redo (editor module)history_undo with steps parameter (this module)workflow_session_undo (this module)bookmark_setSave current selection and scene view position as a bookmark.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| bookmarkName | string | Yes | - | Name for the bookmark |
| note | string | No | null | Optional note for the bookmark |
Returns: { success, bookmark, selectedCount, hasSceneView, note }
bookmark_gotoRestore selection and scene view from a bookmark.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| bookmarkName | string | Yes | - | Name of the bookmark to restore |
Returns: { success, bookmark, restoredSelection, note }
bookmark_listList all saved bookmarks.
No parameters.
Returns: { success, count, bookmarks: [{ name, selectedCount, hasSceneView, note, createdAt }] }
bookmark_deleteDelete a bookmark.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| bookmarkName | string | Yes | - | Name of the bookmark to delete |
Returns: { success, deleted }
history_undoUndo the last operation (or multiple steps).
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| steps | int | No | 1 | Number of undo steps to perform |
Returns: { success, undoneSteps }
history_redoRedo the last undone operation (or multiple steps).
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| steps | int | No | 1 | Number of redo steps to perform |
Returns: { success, redoneSteps }
history_get_currentGet the name of the current undo group.
No parameters.
Returns: { success, currentGroup, groupIndex }
workflow_planGenerate a combined execution plan for multiple skills on the server side.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| skillsJson | string | Yes | - | JSON array of { "name": "...", "params": { ... } } entries |
Returns: { totalSteps, totalRisk, steps, dependencies, warnings, mayDisconnect }
batch_query_assetsQuery project assets with filters that are useful before batch cleanup or migration work.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| searchFilter | string | No | - | Extra AssetDatabase.FindAssets filter text |
| folder | string | No | Assets | Search root |
| typeFilter | string | No | - | Asset type filter such as t:Material or Prefab |
| namePattern | string | No | - | Regex applied to file name without extension |
| labelFilter | string | No | - | Asset label filter such as l:Addressable |
| maxResults | int | No | 200 | Max assets returned |
Returns: { count, totalMatched, summary, assets }
batch_retry_failedRetry only the failed items from an earlier batch execution report. This now reuses the original operation context stored in the report.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| reportId | string | Yes | - | Source report ID from batch_report_get / batch_report_list |
| runAsync | bool | No | true | Return a jobId immediately or wait for completion |
| chunkSize | int | No | 100 | Chunk size for retry execution |
Returns: { status, jobId?, retryCount, originalReportId, reportId? }
workflow_session_startStart a new session (conversation-level). All changes will be tracked and can be undone together.
Call this at the beginning of each conversation.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| tag | string | No | null | Label for the session |
Returns: { success, sessionId, message }
workflow_session_endEnd the current session and save all tracked changes.
Call this at the end of each conversation.
No parameters.
Returns: { success, sessionId, message }
workflow_session_undoUndo all changes made during a specific session (conversation-level undo).
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| sessionId | string | No | null | The UUID of the session to undo. If not provided, undoes the most recent session |
Returns: { success, sessionId, message }
workflow_session_listList all recorded sessions (conversation-level history).
No parameters.
Returns: { success, count, currentSessionId, sessions: [{ sessionId, taskCount, totalChanges, startTime, endTime, tags }] }
workflow_session_statusGet the current session status.
No parameters.
Returns: { success, hasActiveSession, currentSessionId, isRecording, currentTaskId, currentTaskTag, currentTaskDescription, snapshotCount }
workflow_task_startStart a new persistent workflow task to track changes for undo. Call workflow_task_end when done.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| tag | string | Yes | - | Short label for the task (e.g., "Create NPC") |
| description | string | No | "" | Detailed description or prompt |
Returns: { success, taskId, message }
workflow_task_endEnd the current workflow task and save it. Requires an active task (call workflow_task_start first).
No parameters.
Returns: { success, taskId, snapshotCount, message }
workflow_snapshot_objectManually snapshot an object's state before modification. Requires an active task (call workflow_task_start first).
Call this BEFORE component_set_property, gameobject_set_transform, etc.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| name | string | No | null | Name of the Game Object |
| instanceId | int | No | 0 | Instance ID of the object (preferred) |
Returns: { success, objectName, type }
workflow_snapshot_createdRecord a newly created object for undo tracking. Requires an active task (call workflow_task_start first).
Note: component_add and gameobject_create automatically record created objects, so you typically don't need to call this manually.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| name | string | No | null | Name of the Game Object |
| instanceId | int | No | 0 | Instance ID of the object (preferred) |
Returns: { success, objectName, type }
workflow_listList persistent workflow history.
No parameters.
Returns: { success, count, history: [{ id, tag, description, time, changes }] }
workflow_undo_taskUndo changes from a specific task (restore to previous state). The undone task is saved and can be redone later.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| taskId | string | Yes | - | The UUID of the task to undo |
Returns: { success, taskId }
workflow_redo_taskRedo a previously undone task (restore changes).
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| taskId | string | No | null | The UUID of the task to redo. If not provided, redoes the most recently undone task |
Returns: { success, taskId }
workflow_undone_listList all undone tasks that can be redone.
No parameters.
Returns: { success, count, undoneStack: [{ id, tag, description, time, changes }] }
workflow_revert_task(deprecated) Alias for workflow_undo_task. Use workflow_undo_task instead.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| taskId | string | Yes | - | The UUID of the task to undo |
Returns: { success, taskId }
workflow_delete_taskDelete a task from history (does not revert changes, just removes the record).
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| taskId | string | Yes | - | The UUID of the task to delete |
Returns: { success, deletedId }
workflow_clear_historyPermanently clear ALL workflow history: every task, the redo (undone) stack, and every backed-up file blob in the content-addressed store. High-risk and irreversible.
This ONLY deletes tracking history — it does NOT undo or revert any change already applied to your project assets, scenes, or settings. To roll changes back, use workflow_undo_task / workflow_session_undo *before* clearing.
Marked SkillOperation.Delete + RiskLevel="high", so it is NeverInSemi (returns MODE_FORBIDDEN in Approval/Auto; only Bypass or an Allowlist hit can call it).
Parameters: None
Returns: { success, before, after, message } where before/after each report { tasks, undoneStack, historyFileBytes, fileStoreBytes }.
History is persisted to workflow_history.json (schemaVersion 5). Asset and .meta bytes are independently content-addressed in Library/UnitySkills/workflow_files/<sha1>; history keeps fileHash / metaFileHash references. Schema 2/3 histories are migrated atomically: legacy blobs are made durable before inline base64 is removed.
Snapshots are tiered by SnapshotType:
| Type | Trigger | What is stored | Undo behavior |
|------|---------|----------------|---------------|
| Created | New asset/folder | path + GUID only | Delete the created asset/folder |
| Moved | asset_move | old + new path only | Move back to the old path |
| Deleted | asset_delete etc. | file + .meta moved into the store | Full restore, including .cs scripts (old implementation could not restore .cs) |
| Modified | material / SO / scene / uss / uxml / shadergraph … | content-addressed backup + lightweight originalJson | Restore the backed-up bytes |
| Setting | editor / project settings | handled via WorkflowSettingRestorerRegistry | Registry restores the previous value |
Undo/redo return per-snapshot detail (TaskUndoResult: total / succeeded / failed / details / error). Operations run in reverse order; on the first failure, failed and unprocessed snapshots stay on their source stack so they can be retried.
WorkflowAutoCleanConfig (EditorPrefs keys UnitySkills.Workflow.*) trims history and the file store after EndTask and after LoadHistory. Defaults: MaxTasks=200, MaxHistoryMB=32, MaxTaskAgeDays=30, MaxStoreMB=512, StoreMaxAgeDays=7. Store age/size pruning never removes a blob referenced by retained history. A value of 0 disables that individual limit.
Setting-class skills used to be one-way; they now register a restorer and can be rolled back: console_set_pause_on_error / console_set_collapse / console_set_clear_on_play, debug_set_defines, graphics_set_quality_level / graphics_set_default_render_pipeline / graphics_set_quality_render_pipeline / graphics_add_always_included_shader / graphics_remove_always_included_shader / graphics_set_shader_stripping, physics_set_gravity / physics_set_layer_collision, project_add_tag.
Cinemachine's 28 write skills now set TracksWorkflow=true (the snapshot code existed but never auto-triggered). scene_save / scene_create are now rollback-capable (scene_save over an existing scene backs up the old file as a Modified snapshot).
scene_save undo restores the on-disk .unity file; if the scene is currently open, you must Reload Scene for the restore to take effect.GlobalObjectId becomes invalid across an Editor restart, so undo will mark them as failed in the result detail.import unity_skills
# Session-level: wrap entire conversation for bulk undo
unity_skills.call_skill("workflow_session_start", tag="Build Player")
unity_skills.call_skill("gameobject_create", name="Player", primitiveType="Capsule")
unity_skills.call_skill("component_add", name="Player", componentType="Rigidbody")
unity_skills.call_skill("workflow_session_end")
# Later: undo entire session
sessions = unity_skills.call_skill("workflow_session_list")
unity_skills.call_skill("workflow_session_undo", sessionId=sessions["sessions"][0]["sessionId"])
The following operations are automatically tracked for undo when a session/task is active:
gameobject_create / gameobject_create_batchgameobject_duplicate / gameobject_duplicate_batchcomponent_add / component_add_batchui_create_* (canvas, button, text, image, etc.)light_createprefab_instantiate / prefab_instantiate_batchmaterial_create / material_duplicateterrain_createcinemachine_create_vcamFor modification operations, the system auto-snapshots target objects before changes when possible.
Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.
Take besty0728/unity-workflow 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.