unity-yaml-editing

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Last-resort guidance for safely hand-editing Unity serialized YAML (.unity/.prefab/.asset/.meta/ProjectSettings) while keeping GUID/fileID integrity intact. Load before directly editing .unity/.prefab/.asset/.meta/ProjectSettings YAML when REST skills cannot reach: script compile failure breaks Editor deserialization, .meta has no REST skill, ProjectSettings exposes hidden fields, or you must resolve a merge conflict. Advisory only (no REST skills, no C#). Triggers: YAML editing, fileID, GUID, m_Script, missing component, missing script, .meta, ProjectSettings, merge conflict, serialized reference repair, anchor, classID, importer field, hand-edit scene, hand-edit prefab; 序列化引用修复, 场景文件直编, prefab 直编, GUID 修复, fileID 失配, m_Script 修复, meta 文件, ProjectSettings 隐藏字段, 合并冲突, 缺失脚本, 缺失组件, 锚点, 类ID, 手改 YAML.

Besty0728 By Besty0728 schedule Updated 6/5/2026

name: unity-yaml-editing description: Last-resort guidance for safely hand-editing Unity serialized YAML (.unity/.prefab/.asset/.meta/ProjectSettings) — reference/fileID repair, GUID safety, and merge-conflict fixes. Use when REST cannot reach the change and YAML must be hand-edited — fixing m_Script GUIDs, broken fileID references, .meta files, or merge conflicts, even if the user just says "场景文件打不开" or "引用丢了". 安全手编 Unity 序列化 YAML(.unity/.prefab/.asset/.meta/ProjectSettings)的最后手段(引用/fileID 修复、GUID 安全、合并冲突修复);当 REST 无法触达、必须手编 YAML 时使用——修复 m_Script GUID、断裂 fileID 引用、.meta 文件或合并冲突。

YAML Editing - Safe Hand-Edit Rules

Advisory module. This is operational guidance for directly editing Unity serialized YAML text when the REST skills (and the Editor itself) cannot do the job. Hand-editing YAML is the last resort, not a shortcut.

Mode: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).

When To Load / When NOT

Prefer REST first. For normal object/asset work, use the REST skills — they keep serialization valid for you:

  • GameObjects / components → gameobject_*
  • Prefabs → prefab_*
  • ScriptableObjects → scriptableobject_*
  • Scenes → scene_*
  • Importers → importer_*
  • Graphics / rendering → graphics_*

Only hand-edit YAML when REST cannot reach, i.e. one of:

  1. Compile failure — a script fails to compile, so the Editor cannot deserialize the component. Editor/REST APIs are unavailable; the only level left is the YAML text.
  2. .meta files — no REST skill touches .meta; GUID and importer fields live only in text.
  3. Hidden ProjectSettings fields — many ProjectSettings/*.asset fields have no public API or REST surface.
  4. Merge conflicts — REST runs sequentially and cannot perform a 3-way merge of .unity / .prefab.

If none of these apply, stop and use REST. Do not hand-edit YAML for convenience.

Core Concepts

  • Object block / anchor: every serialized object is a block headed by --- !u!<classID> &<fileID>. <classID> is the Unity type id (e.g. 1 = GameObject, 4 = Transform, 114 = MonoBehaviour). <fileID> is the object's anchor, unique within this file.
  • GUID vs fileID:
    • GUID = asset-level identity, a 32-char hex string, stored in the asset's .meta. Identifies the whole asset (a script, prefab, texture, ...).
    • fileID = sub-object identity inside a file (a specific component, the specific MonoBehaviour script class, ...).
  • Serialized reference: a cross-object/asset reference is {fileID: N, guid: H, type: T}. guid is omitted for same-file references ({fileID: N}).
  • m_Script: a MonoBehaviour points at its script via m_Script: {fileID: 11500000, guid: <scriptGUID>, type: 3}. fileID: 11500000 is the conventional MonoScript fileID; guid is the .cs file's GUID from its .meta; type: 3 means the reference targets an asset on disk. A wrong guid/fileID here is exactly what produces a "missing script / missing component".

Coverage Scenarios

1. Reference / fileID repair

When: a script was renamed or moved, so a prefab/scene m_Script guid/fileID no longer resolves; or a compile failure left a component as Missing and you must locate, delete, or re-point it at the YAML level (the Editor cannot deserialize a broken component, so REST/Editor API is unavailable).

How: read the script's current GUID from its .cs.meta. In the prefab/scene, find the offending m_Script: {fileID: 11500000, guid: ..., type: 3} and set guid to the correct value (keep fileID: 11500000, type: 3). To delete a Missing component, remove its whole --- !u!114 &<fileID> block and the matching {component: {fileID: <fileID>}} entry under the owner GameObject's m_Component list — leaving one without the other corrupts the file.

Danger: deleting the object block but not its m_Component reference (or vice versa) breaks the GameObject; changing a fileID that other objects reference orphans those references.

2. .meta / GUID safety

When: a .meta GUID looks like a pseudo-random GUID and risks third-party collision, or you must edit an importer field that REST does not expose.

How: for pseudo-GUID detection and the uuid4 repair flow, reuse /metacheck — it documents 5 pseudo-GUID heuristics (consecutive hex runs, interleaved increment, repeated chars, literal abcdef, wrong length), the uuid4 regeneration step, and the ValidationSkills.cs.meta collision lesson. Do not re-derive that here. Generate replacement GUIDs with python -c "import uuid; print(uuid.uuid4().hex)", never by hand.

Danger: changing a GUID without updating every reference. Before changing any GUID, grep the whole project for that GUID (.asset / .prefab / .unity / .meta) and update every reference point in the same change. Run /metacheck for a full GUID health audit before/after.

3. ProjectSettings patch

When: you need a ProjectSettings/*.asset field (YAML) that REST does not expose — e.g. a specific physics layer / collision matrix entry, or a hidden QualitySettings value.

How: git-back up (or confirm a clean tree) first, locate the exact field by key, change only its value, then let Unity reload and re-serialize to validate. Confirm the change round-trips (Unity rewriting the file the same way) rather than reverting or reformatting it.

Danger: editing collision-matrix or enum-backed fields by guessing the encoding can silently break settings; always verify Unity accepts the value on reload.

4. Merge conflict assistance

When: a .unity / .prefab has Git conflict markers and you must resolve them.

How: Unity YAML is line-mergeable because each object is an independent --- !u!<classID> &<fileID> block. Resolve per-block: for a block changed on only one side, take that side; for the same block changed on both sides, do a true 3-way merge of the conflicting fields. After resolving, ensure every fileID/guid referenced still has a defining block.

Danger: blindly accepting one side (--theirs/--ours) drops objects added on the other side or leaves dangling references. Never resolve by deleting whole conflict regions without checking the fileID references inside them.

Hard Rules

  • Back up first: confirm a clean git tree (or commit/stash) before any YAML edit, so you can diff and revert.
  • Don't touch structure unless repairing references: change values only; do not renumber or reorder anchor/fileID unless the explicit task is reference repair.
  • Re-import to validate: after editing, trigger a Unity reimport/reload and confirm no new errors and the file round-trips.
  • GUIDs are uuid4, never hand-written: python -c "import uuid; print(uuid.uuid4().hex)".
  • Dry-run before bulk edits: grep the impact set first; know exactly how many references a change touches before making it.
  • Change a GUID → change every reference: a GUID edit is not done until all referencing files are updated in the same change.

Routing

  • If a REST skill can do it, use REST — gameobject_* / prefab_* / scriptableobject_* / scene_* / importer_* / graphics_* — and do not hand-edit.
  • GUID health audit / pseudo-GUID detection / uuid4 repair → /metacheck.
  • After editing skill docs or for doc/code consistency → /skillcheck.
Install via CLI
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-yaml-editing
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