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Unity Skills - Module Index

unity-skills-index

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 mod...

SKILL.md

Full skill instructions

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.

ModuleModeDescriptionBatch Support
gameobjectFA*Object create/​move/​parentYes
componentMixed*Component add/​remove/​configureYes
materialFAMaterial property editsYes
lightFALight create/​configureYes
prefabFAPrefab create/​apply/​spawnYes
assetSA*Asset refresh/​find/​infoYes
batchSABatch and async jobsBuilt-in
uiFAUGUI Canvas/​UI creationYes
uitoolkitMixed*UXML/​USS/​UIDocumentNo
scriptSA*Script create/​read/​updateYes
sceneSA*Scene load/​save/​queryNo
editorSA*Play/​select/​undo/​redoNo
animatorFAAnimator controllersNo
shaderMixed*Shader create/​listNo
shadergraphMixed*Shader Graph create/​inspect/​blackboard edit/​constrained node editingNo
graphicsMixedGraphicsSettings / QualitySettings / SRP assetsNo
volumeMixed*Volume / VolumeProfile / VolumeComponentNo
postprocessFA*Modern URP/​HDRP post-processingNo
urpMixed*URP asset / renderer / renderer featuresNo
decalMixed*URP Decal Projector workflowYes
consoleSALog capture/​filterNo
validationSA*Broken reference checksNo
importerMixedTexture/​audio/​model importYes
cinemachineFA*VCam operationsNo
probuilderFA*ProBuilder mesh editsNo
xrFAXRI setupNo
terrainFATerrain create/​paintNo
physicsMixedRaycast/​overlap/​gravityNo
navmeshMixed*NavMesh bake/​queryNo
timelineFA*Timeline tracks/​clipsNo
workflowSA*Task snapshots/​undoNo
cleanerSA*Unused/​duplicate assetsNo
smartFA*Query/​layout/​auto-bindNo
perceptionSAScene/​project analysisNo
cameraFAScene View cameraNo
eventMixed*UnityEvent wiringNo
packageMixed*UPM install/​queryNo
projectSAProject info/​settingsNo
profilerSAPerf statisticsNo
optimizationMixedAsset optimizationNo
sampleMixed*Demo/​test skillsNo
debugSACompile/​system diagnosticsNo
testMixedUnity Test RunnerNo
bookmarkSAScene View bookmarksNo
historySAUndo/​redo historyNo
scriptableobjectMixed*ScriptableObject assetsNo
netcodeMixed*Netcode for GameObjects setup, prefabs, lifecycle, host/​server/​clientYes
yooassetMixed*YooAsset hot-update: build bundles, Collector CRUD, BuildReport asset/​dependency analysis, PlayMode runtime validation, Reporter/​Debugger/​AssetArtScanner toolsYes
dotweenMixed*DOTween Pro DOTweenAnimation editor-time configuration (add/​batch/​stagger/​tune)Yes

Advisory Design Modules

These modules provide design guidance only.

ModuleDescription
project-scoutInspect existing project
architecturePlan system boundaries
adrRecord tradeoffs
performanceReview hot paths
asmdefPlan asmdef deps
blueprintsSmall-game blueprints
script-rolesAssign class roles
scene-contractsDefine scene wiring
testabilityExtract testable logic
patternsChoose patterns
asyncChoose async model
inspectorDesign authoring UX
scriptdesignReview script structure
netcode-designNetcode source-anchored rules (lifecycle/​ownership/​RPC/​variables/​spawn/​scene/​transport/​pitfalls)
yooasset-designYooAsset v2.3.18 source-anchored rules (init/​default-package shortcuts/​playmode/​handles/​loading/​update/​filesystem/​build/​pitfalls)
addressables-designAddressables 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-designUniTask 2.5.10 source-anchored rules (basics/​playerloop/​cancellation/​composition/​conversion/​asyncenumerable/​triggers/​pitfalls)
dotween-designDOTween 1.3.015 source-anchored rules (basics/​tween/​sequence/​shortcuts/​ease/​lifetime/​integration/​pitfalls)
shadergraph-designShaderGraph dual-version source-anchored rules (versions/​node subset/​recipes/​pitfalls/​review)
yaml-editingSafe 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.

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