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: UseGET /skills/schemaorunity_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-skillmodereturned byGET /skillsbefore calling.- Suffix
*— module contains auto-forbidden skills (Delete / Play Mode / Domain Reload / high-risk). These returnMODE_FORBIDDENunder 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
modefield onGET /skillsis 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_detect → perception; job_* → batch.
If a skill name does not match a valid prefix or a schema result, do not invent it.