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。
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-yooasset
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.
Operating Mode (v1.9 three-tier):
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.MayEnterPlayMode = true → yooasset_runtime_validate_package, yooasset_runtime_cleanupSkillOperation.Delete → yooasset_remove_collector_package, yooasset_remove_collector_group, yooasset_remove_collectorReachable 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.
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.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).yooasset_build_bundles while EditorUserBuildSettings.isBuildingPlayer == true — BuildParameters.CheckBuildParameters throws.Routing:
yooasset_runtime_validate_package + polling/cleanup skills in this module.FindAssetType on IFilterRule) → yooasset-design/PITFALLS.md.| 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) |
| 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) |
| 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 |
| 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 |
| 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 |
| 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 |
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"])
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.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.yooasset_list_collector_rules to discover valid values (e.g. EnableGroup, AddressByFileName, PackDirectory, CollectAll, NormalIgnoreRule).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..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.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.
2.3.18 (published 2025-12-04). Source anchors use this version.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).verifyBuildingResult=true.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.
Integration with protocols.io API for managing scientific protocols. This skill should be used when working with protocols.io to search, create, update, or publish protocols; manage protocol steps and materials; handle discussions and comments; organize workspaces; upload and manage files; or integrate protocols.io functionality into workflows. Applicable for protocol discovery, collaborative protocol development, experiment tracking, lab protocol management, and scientific documentation.
Analyzes job descriptions and generates tailored resumes that highlight relevant experience, skills, and achievements to maximize interview chances
Generate Excalidraw diagrams from natural language descriptions. Use when asked to "create a diagram", "make a flowchart", "visualize a process", "draw a system architecture", "create a mind map", or "generate an Excalidraw file". Supports flowcharts, relationship diagrams, mind maps, and system architecture diagrams. Outputs .excalidraw JSON files that can be opened directly in Excalidraw.
Build and distribute Expo development clients locally or via TestFlight
Use when you have a written implementation plan to execute in a separate session with review checkpoints
Data structure for annotated matrices in single-cell analysis. Use when working with .h5ad files or integrating with the scverse ecosystem. This is the data format skill—for analysis workflows use scanpy; for probabilistic models use scvi-tools; for population-scale queries use cellxgene-census.
Benchling R&D platform integration. Access registry (DNA, proteins), inventory, ELN entries, workflows via API, build Benchling Apps, query Data Warehouse, for lab data management automation.
Comprehensive molecular biology toolkit. Use for sequence manipulation, file parsing (FASTA/GenBank/PDB), phylogenetics, and programmatic NCBI/PubMed access (Bio.Entrez). Best for batch processing, custom bioinformatics pipelines, BLAST automation. For quick lookups use gget; for multi-service integration use bioservices.
Take besty0728/unity-yooasset 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.