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Unity Yooasset

besty0728/unity-yooasset

Automate YooAsset hot-update and asset bundles — build bundles, run Editor simulate builds, manage Collector groups, analyze BuildReport, and validate runtime. Use when building or simulating YooAsset bundles, configuring collectors, or validating hot-update assets, even if the user just says "热更" or "打AB包". 自动化 YooAsset 热更新与资源包(构建 bundle、编辑器模拟构建、管理 Collector 分组、分析 BuildReport、运行时校验);当用户要构建或模拟 YooAsset 资源包、配置 collector、或校验热更资源时使用。

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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-yooasset

The instruction itself

13 sections, as written by the author

Unity YooAsset Skills

Editor-side automation for the YooAsset hot-update framework — build pipeline orchestration, Collector configuration CRUD, BuildReport analysis, PlayMode runtime validation, and companion YooAsset tools. Every skill wraps a concrete YooAsset Editor/runtime API path validated against 2.3.18 source. When the package is absent, every skill except yooasset_check_installed returns a NoYooAsset() error with install instructions.

> Requires: com.tuyoogame.yooasset ≥ 2.3.15, Unity 2022.3+ (validated against 2.3.18).

> Strongly recommended: before writing ANY YooAsset runtime code, load yooasset-design. PlayMode / parameter-class / handle-lifecycle pitfalls are strict, and only the advisory module surfaces them.

Guardrails

Operating Mode (v1.9 three-tier):

  • Approval (default): query/list/read skills (yooasset_check_installed, yooasset_get_default_paths, yooasset_get_build_settings, yooasset_list_collector_packages, yooasset_list_collector_rules, yooasset_list_assetart_scanners, yooasset_runtime_get_validation_result, yooasset_load_build_report, yooasset_list_report_bundles, yooasset_get_bundle_detail, yooasset_list_report_assets, yooasset_get_asset_detail, yooasset_get_dependency_graph, yooasset_compare_build_reports, yooasset_list_independ_assets) run directly. Builders / Collector mutators / scanner runs / window-openers are FullAuto — on MODE_RESTRICTED, run the grant protocol.
  • Auto / Bypass: SemiAuto and FullAuto run directly.
  • Auto-forbidden in this module:
  • MayEnterPlayMode = trueyooasset_runtime_validate_package, yooasset_runtime_cleanup
  • SkillOperation.Deleteyooasset_remove_collector_package, yooasset_remove_collector_group, yooasset_remove_collector

Reachable only under Bypass mode or via a user-managed Allowlist entry; the grant flow returns MODE_FORBIDDEN. Note yooasset_build_bundles runs heavy disk I/O but has no Reload/PlayMode flag, so it stays grantable.

  • When com.tuyoogame.yooasset is missing, every skill except yooasset_check_installed returns a NoYooAsset() error with install instructions.

DO NOT (common hallucinations):

  • yooasset_initialize / yooasset_load_asset / yooasset_create_downloader — do NOT exist as general-purpose REST skills. Runtime APIs (YooAssets.Initialize, default-package YooAssets.LoadAssetAsync, ResourcePackage.LoadAssetAsync, RequestPackageVersionAsync, CreateResourceDownloader) belong in game code. Use yooasset-design when writing runtime code.
  • yooasset_modify_group / yooasset_delete_collector / yooasset_open_scanner_window — wrong names. Use the exact schema names below or query GET /skills/schema?category=YooAsset.
  • yooasset_install — NOT a skill. Package install is a Package Manager user action.
  • Do NOT pass timeout to yooasset_build_bundles — the property was removed in YooAsset 2.3.16. Runtime watchdog now lives on CacheFileSystemParameters.DOWNLOAD_WATCH_DOG_TIME (runtime concern, not a build parameter).
  • Do NOT call yooasset_build_bundles while EditorUserBuildSettings.isBuildingPlayer == trueBuildParameters.CheckBuildParameters throws.

Routing:

  • Collector configuration (packages, groups, collectors, rules) → this module.
  • Actual bundle build + simulate + paths → this module.
  • Build report analysis (bundle size, asset list/detail, dependency graph, report compare, orphan) → this module.
  • Runtime validation in Editor PlayMode → yooasset_runtime_validate_package + polling/cleanup skills in this module.
  • Runtime code generation/design (Initialize / Load / Download / Scene in game scripts) → write it yourself using yooasset-design.
  • YooAsset companion windows and AssetArtScanner config/runs → this module.
  • Version-policy decisions (2.x vs pre-2.3.15 manifest, FindAssetType on IFilterRule) → yooasset-design/PITFALLS.md.

Skills

Environment (1)

| Skill | Purpose | Key Parameters |

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

| yooasset_check_installed | Reflection probe — works even when the package is missing. Reports runtime assembly, package version, editor availability, and which of the 4 pipelines are present. | (none) |

Build pipeline (7)

| Skill | Purpose | Key Parameters |

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

| yooasset_build_bundles | Build bundles via ScriptableBuildPipeline or RawFileBuildPipeline. Writes to <projectPath>/Bundles/<PackageName>/<Version>. | packageName, packageVersion="auto", pipeline="ScriptableBuildPipeline", buildTarget?, compression="LZ4", fileNameStyle="HashName", clearBuildCache=false, useAssetDependencyDB=true, verifyBuildingResult=true, replaceAssetPathWithAddress=false, stripUnityVersion=false, disableWriteTypeTree=false, trackSpriteAtlasDependencies=false, writeLinkXML=true, cacheServerHost="", cacheServerPort=0, builtinShadersBundleName="", monoScriptsBundleName="", includePathInHash=false, buildinFileCopyOption="None", buildinFileCopyParams="", enableLog=true |

| yooasset_simulate_build | Run AssetBundleSimulateBuilder.SimulateBuild for an EditorSimulateMode package — virtual bundles only, no files written. | packageName |

| yooasset_get_default_paths | Return BuildOutputRoot + StreamingAssetsRoot that YooAsset uses. | (none) |

| yooasset_get_build_settings | Read persisted YooAsset AssetBundle Builder EditorPrefs for a package/pipeline. | packageName, pipeline? |

| yooasset_set_build_settings | Persist AssetBundle Builder EditorPrefs for repeatable build UI defaults. | packageName, pipeline?, compression?, fileNameStyle?, buildinFileCopyOption?, buildinFileCopyParams?, encryptionServicesClassName?, manifestProcessServicesClassName?, manifestRestoreServicesClassName?, clearBuildCache?, useAssetDependencyDB? |

| yooasset_open_builder_window | Open the YooAsset AssetBundle Builder Editor window. | (none) |

| yooasset_open_collector_window | Open the YooAsset AssetBundle Collector Editor window. | (none) |

YooAsset tools (8)

| Skill | Purpose | Key Parameters |

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

| yooasset_open_reporter_window | Open the YooAsset AssetBundle Reporter window. | (none) |

| yooasset_open_debugger_window | Open the YooAsset AssetBundle Debugger window. | (none) |

| yooasset_open_assetart_scanner_window | Open the YooAsset AssetArt Scanner window. | (none) |

| yooasset_list_assetart_scanners | List AssetArtScanner configurations, optionally filtered by keyword. | keyword? |

| yooasset_run_assetart_scanner | Run one scanner and optionally save its report file. | scannerGUID, saveDirectory? |

| yooasset_run_all_assetart_scanners | Run all scanners, optionally filtered by keyword. | keyword? |

| yooasset_import_assetart_scanner_config | Import AssetArtScanner JSON config. | configPath |

| yooasset_export_assetart_scanner_config | Export AssetArtScanner JSON config. | configPath |

Runtime validation (3)

| Skill | Purpose | Key Parameters |

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

| yooasset_runtime_validate_package | Start an async PlayMode job that initializes EditorSimulateMode, sets default package, optionally validates one asset load/release and downloader status, then optionally cleans up and returns to Edit Mode. | packageName, assetLocation?, restoreEditMode=true, cleanup=true, checkDownloader=true, downloadingMaxNumber=4, failedTryAgain=1 |

| yooasset_runtime_get_validation_result | Poll the runtime validation job status/result. | jobId |

| yooasset_runtime_cleanup | Remove completed validation jobs and optionally force YooAssets.Destroy() / exit PlayMode. | jobId?, forceYooAssetsDestroy=false, exitPlayMode=false |

Collector configuration (13)

| Skill | Purpose | Key Parameters |

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

| yooasset_list_collector_packages | List Packages → Groups → Collectors tree. verbose=true returns the full descent. | verbose=false |

| yooasset_list_collector_rules | Return registered Active / Address / Pack / Filter / Ignore rule classes. | ruleKind="all" (or activeRule|addressRule|packRule|filterRule|ignoreRule) |

| yooasset_create_collector_package | Create a new Collector Package. Fails on duplicate unless allowDuplicate=true. | packageName, allowDuplicate=false |

| yooasset_create_collector_group | Create a Group inside an existing Package. | packageName, groupName, groupDesc="", activeRule="EnableGroup", assetTags="" |

| yooasset_add_collector | Add an AssetBundleCollector to a Group. Validates collectPath via AssetDatabase and each rule via its registered class name. | packageName, groupName, collectPath, collectorType="MainAssetCollector", addressRule="AddressByFileName", packRule="PackDirectory", filterRule="CollectAll", assetTags="", userData="" |

| yooasset_save_collector_config | Persist the AssetBundleCollectorSetting.asset. Optionally run FixFile() to repair dangling rule references. | fixErrors=true |

| yooasset_modify_collector_settings | Modify global Collector settings. | showPackageView=false, uniqueBundleName=false, save=true |

| yooasset_modify_collector_package | Rename/describe a package and set package-level options. | packageName, packageDesc?, newPackageName?, enableAddressable=false, supportExtensionless=true, locationToLower=false, includeAssetGUID=false, autoCollectShaders=true, ignoreRule="NormalIgnoreRule", save=true |

| yooasset_remove_collector_package | Remove a Collector package by name. | packageName, save=true |

| yooasset_modify_collector_group | Rename/describe a group and update active rule/tags. | packageName, groupName, newGroupName?, groupDesc?, activeRule="EnableGroup", assetTags?, save=true |

| yooasset_remove_collector_group | Remove a group from a package. | packageName, groupName, save=true |

| yooasset_modify_collector | Modify an existing collector matched by collectPath. | packageName, groupName, collectPath, newCollectPath?, collectorType="MainAssetCollector", addressRule="AddressByFileName", packRule="PackDirectory", filterRule="CollectAll", assetTags?, userData?, save=true |

| yooasset_remove_collector | Remove a collector matched by collectPath. | packageName, groupName, collectPath, save=true |

Build report analysis (8)

| Skill | Purpose | Key Parameters |

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

| yooasset_load_build_report | Deserialize a YooAsset BuildReport .report file and return ReportSummary metadata + top-level totals. | reportPath |

| yooasset_list_report_bundles | Paginated / filtered / sorted bundle listing from the report. | reportPath, filterEncrypted?, filterTag?, sortBy="size" (size|name|refCount|dependCount), limit=100, offset=0 |

| yooasset_get_bundle_detail | Full ReportBundleInfo for a single bundle — DependBundles, ReferenceBundles, asset BundleContents. | reportPath, bundleName |

| yooasset_list_report_assets | Paginated / filtered / sorted asset listing from the report. | reportPath, filterBundle?, filterTag?, search?, sortBy="path" (path|size|bundle|dependCount), limit=100, offset=0 |

| yooasset_get_asset_detail | Full ReportAssetInfo by asset path or address. | reportPath, assetPath?, address? |

| yooasset_get_dependency_graph | Compact bundle/asset dependency graph for visualization or focused analysis. | reportPath, rootBundle?, rootAssetPath?, maxNodes=200 |

| yooasset_compare_build_reports | Compare two .report files for bundle/asset additions, removals, and size changes. | oldReportPath, newReportPath, limit=100 |

| yooasset_list_independ_assets | Assets not referenced by any main asset — cleanup candidates. | reportPath, limit=100, offset=0 |

Quick Start

import unity_skills as u

# 0. Probe installation (works even if package is missing)
u.call_skill("yooasset_check_installed")
# -> { installed, packageVersion, availablePipelines: [...], editorAvailable, ... }

# 1. Configure collectors (end-to-end)
u.call_skill("yooasset_list_collector_rules", ruleKind="all")  # discover available rule class names
u.call_skill("yooasset_create_collector_package", packageName="DefaultPackage")
u.call_skill("yooasset_create_collector_group",
    packageName="DefaultPackage", groupName="UI", activeRule="EnableGroup",
    assetTags="ui")
u.call_skill("yooasset_add_collector",
    packageName="DefaultPackage", groupName="UI",
    collectPath="Assets/GameRes/UI",
    collectorType="MainAssetCollector",
    addressRule="AddressByFileName",
    packRule="PackDirectory",
    filterRule="CollectAll")
u.call_skill("yooasset_modify_collector_package",
    packageName="DefaultPackage",
    enableAddressable=True,
    supportExtensionless=True,
    locationToLower=False)
u.call_skill("yooasset_save_collector_config", fixErrors=True)

# 2. Simulate build (EditorSimulateMode) — fast, no file I/O
u.call_skill("yooasset_simulate_build", packageName="DefaultPackage")
# -> { packageRootDirectory: ".../Bundles/DefaultPackage/Simulate" }

# 3. Real build
result = u.call_skill("yooasset_build_bundles",
    packageName="DefaultPackage",
    packageVersion="1.0.0",
    pipeline="ScriptableBuildPipeline",
    compression="LZ4",
    fileNameStyle="HashName",
    verifyBuildingResult=True)

# 4. Analyze the report
import os
report_path = os.path.join(
    result["outputDirectory"],
    f"{result['packageName']}_{result['packageVersion']}.report")
u.call_skill("yooasset_load_build_report", reportPath=report_path)
u.call_skill("yooasset_list_report_bundles", reportPath=report_path, sortBy="size", limit=20)
u.call_skill("yooasset_list_report_assets", reportPath=report_path, search="UI", limit=20)
u.call_skill("yooasset_get_dependency_graph", reportPath=report_path, maxNodes=100)
u.call_skill("yooasset_list_independ_assets", reportPath=report_path)

# 5. Optional PlayMode runtime validation
job = u.call_skill("yooasset_runtime_validate_package",
    packageName="DefaultPackage",
    assetLocation="ui/example",
    restoreEditMode=True,
    cleanup=True)
u.call_skill("yooasset_runtime_get_validation_result", jobId=job["jobId"])

Critical Rules (must read)

  • yooasset_check_installed is the ONLY skill that works without YOO_ASSET compile define. Every other skill returns NoYooAsset() — correct the environment (install or upgrade the package, then let Unity recompile) before retrying.
  • Pipeline ↔ Parameters pairing is enforced. yooasset_build_bundles pipeline=ScriptableBuildPipeline uses ScriptableBuildParameters; pipeline=RawFileBuildPipeline uses RawFileBuildParameters. EditorSimulateBuildPipeline is rejected here — use yooasset_simulate_build. BuiltinBuildPipeline is legacy and explicitly rejected.
  • packageVersion="auto" fills DateTime.UtcNow.ToString("yyyyMMddHHmm"). Pass a semver string when you want deterministic versioning.
  • yooasset_add_collector validates collectPath via AssetDatabase.LoadAssetAtPath. Paths must be under Assets/...; absolute or relative ../ paths will fail.
  • Rule names in Create Skills are CLASS names, not display names. Use yooasset_list_collector_rules to discover valid values (e.g. EnableGroup, AddressByFileName, PackDirectory, CollectAll, NormalIgnoreRule).
  • Collector mutations can save immediately or be batched. Create skills mark IsDirty=true; modify/remove skills expose save=true. For bulk edits, pass save=false and finish with yooasset_save_collector_config.
  • yooasset_build_bundles is NOT undo-tracked (external file I/O, not scene/asset state). clearBuildCache=true re-runs the full pipeline; defaults avoid it for incremental speed.
  • BuildReport lives next to bundles as a .report file — YooAsset 2.3.18 writes it as <BuildOutputRoot>/<BuildTarget>/<PackageName>/<Version>/<PackageName>_<PackageVersion>.report. Do not pass BuildReport.json, <PackageName>_<PackageVersion>.json, or buildlogtep.json: the .json file is the package manifest and buildlogtep.json is the Scriptable Build Pipeline trace log. yooasset_list_report_bundles reads the .report file standalone, so you can also point it at an archived copy.
  • Runtime validation may enter PlayMode. yooasset_runtime_validate_package is intentionally async; poll the job result and use yooasset_runtime_cleanup if the editor is left in a state you do not want.

10. yooasset_list_independ_assets identifies assets not referenced by any main asset — candidates for the Collector to drop. Verify manually before removing; a main asset created later could still need them.

Version Scope

  • Target: YooAsset 2.3.18 (published 2025-12-04). Source anchors use this version.
  • Minimum: 2.3.15 (enforced by the asmdef versionDefines entry). Earlier versions use an incompatible manifest format and pre-FindAssetType IFilterRule (would not compile against this Skill module).
  • 2.3.17 fixed a critical CRC validation bug; users on 2.3.15/2.3.16 should upgrade before relying on verifyBuildingResult=true.
  • Runtime-side rules (PlayMode mapping, handle lifecycle, update flow, legacy-API migration) → yooasset-design/SKILL.md.

Exact Signatures

For authoritative parameter names, defaults, and return fields, query GET /skills/schema?category=YooAsset or unity_skills.get_skill_schema(). This document is a routing / best-practice guide, not the signature source.

How to use it

Copy the folder

Take besty0728/unity-yooasset 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.