meeting-notes
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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...
Full skill instructions
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.
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 |
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 |
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.
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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