unity-skills-index

star 1.2k

Index of Unity Skills functional modules and advisory design modules. Browse available skill modules, check operating-mode requirements (Approval/Auto/Bypass), and pick the right module for the task. Triggers: Unity module list, Unity skill index, browse Unity skills, find Unity module, Unity module catalog, Unity skill categories, mode requirements, Unity advisory modules, Unity 模块列表, Unity 技能索引, 浏览 Unity 技能, 查找 Unity 模块, Unity 模块目录, Unity 技能分类, 模式要求, Unity 设计模块.

Besty0728 By Besty0728 schedule Updated 6/5/2026

name: unity-skills-index description: "Index of Unity Skills functional modules and advisory design modules. Browse available skill modules, check operating-mode requirements (Approval/Auto/Bypass), and pick the right module for the task. Triggers: Unity module list, Unity skill index, browse Unity skills, find Unity module, Unity module catalog, Unity skill categories, mode requirements, Unity advisory modules, Unity 模块列表, Unity 技能索引, 浏览 Unity 技能, 查找 Unity 模块, Unity 模块目录, Unity 技能分类, 模式要求, Unity 设计模块."

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 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 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

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)
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.

Install via CLI
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-skills-index
Repository Details
star Stars 1,205
call_split Forks 123
navigation Branch main
article Path SKILL.md
More from Creator