unity-project
Read Unity project metadata and package lists
unity-sample
Sample and demo skills for API connectivity testing
unity-scene-contracts
Advise on Unity scene composition contracts
unity-scene
Manage Unity scenes
unity-script-roles
Advise on assigning Unity script roles
unity-script
Create, read and analyze C# scripts
unity-scriptableobject
Manage ScriptableObject assets
unity-scriptdesign
Advise on Unity gameplay script quality
unity-shader
Manage HLSL/ShaderLab .shader files
unity-smart
AI-powered scene queries, layout and auto-binding. AI
unity-terrain
Operate on Unity Terrain
unity-test
Run Unity Test Runner operations asynchronously
unity-testability
Advise on Unity testability
unity-timeline
Edit Unity Timeline assets and tracks
unity-ui
Create and lay out Unity UGUI screens
unity-uitoolkit
Build Unity UI Toolkit (UITK) UIs
unity-validation
Validate project and scene health plus cleanup
unity-workflow
Persistent operation history and orchestration
unity-xr
Set up XR Interaction Toolkit (XRI) for VR/AR
unity-skills
Automate the Unity Editor through a local REST API — scripts, scenes, prefabs, assets, materials, lighting, tests and hundreds of other Editor operations. Use when the user wants to actually operate the Unity Editor from chat — create, modify or batch-edit GameObjects/scripts/scenes/assets, or run Editor automation — in any language. Not needed for conceptual Unity Q&A that touches no Editor state — read the matching advisory doc under skills/ instead. 当用户要从对话里实际操作 Unity 编辑器(创建/修改/批量编辑/运行测试)时使用,任何语言均可触发;纯概念问答无需本协议。
unity-addressables-design
Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based)
unity-batch
Unified batch and async-job orchestration
unity-behavior
Drive Unity Behavior behavior graphs and blackboard variables
unity-decal
Create and configure URP Decal Projectors
unity-dotween-design
Source-anchored design rules for DOTween 1.3.015
unity-dotween
Automate DOTween Free/Pro at editor time
unity-graphics
Manage project-wide GraphicsSettings and QualitySettings
unity-hybridclr
Automate HybridCLR C# hot-update prebuild
unity-manual-component
Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.
unity-manual-gameobject
Manually create GameObjects, organize the Hierarchy, and adjust Transforms using Unity Editor UI. For clicks-and-drag workflows that do not need REST automation.
unity-manual-material
Manually create and edit Materials and assign them to objects using Unity Editor UI. For one-off material tweaks that do not need REST automation.
unity-manual-scene
Manually navigate, save, and manage scenes using Unity Editor UI. For simple Scene view workflows that do not need REST automation.
unity-netcode-design
Source-anchored design rules for Netcode for GameObjects 2.x
unity-netcode
Set up Netcode for GameObjects (NGO 2.x) multiplayer
unity-pico-design
Doc-anchored design rules for PICO Unity Integration SDK v3.4.0 — XR/MR/platform services, version diffs 2.x-3.4, hallucination shields
unity-postprocess
Configure modern SRP post-processing on URP/HDRP
unity-primetween-design
Source-anchored design rules for PrimeTween 1.4.6
unity-primetween
Inspect PrimeTween Free and generate runtime tween scripts
unity-qframework-design
Source-anchored design rules for QFramework v1.0.257 covering the four-layer architecture (Controller/System/Model/Utility), Command/Query/Event/BindableProperty core tools, and the CoreKit-family toolkits (UIKit/ResKit/ActionKit/PackageKit), distilled from QFramework.cs source and the official Doc.md tutorial with every rule citing a file/line anchor to guard against stale-memory hallucination.
unity-qframework
Editor automation for QFramework (github.com/liangxiegame/QFramework) — architecture-layer code generation (Architecture/System/Model/Command/Utility/Query via ArchitectureCodeGenerator), ViewController and UIKit panel code generation bound to a GameObject/prefab, UIKit project settings, ResKit AssetBundle marking/build/clear, ResKit SimulationMode and build options, runtime architecture scanning (IArchitecture/ISystem/IModel/ICommand/IQuery/IController), QFramework's built-in API-documentation-attribute query, and LocaleKit editor-locale / language-define configuration. QFramework has no UPM package — detection is reflection-only against whichever install form is present (Toolkits unitypackage or single-file QFramework.cs) — so every skill except qframework_get_status returns MISSING_PACKAGE when the required anchor type cannot be resolved.
unity-shadergraph-design
Source-anchored Shader Graph design rules for Unity 2022.3
unity-shadergraph
Create and inspect Shader Graph assets
skill-creator
Guide for authoring user-defined custom UnitySkills skills inside your own Unity project - a [UnitySkill] C# method plus the conventions that let agents and the server discover and gate it
unity-unitask-design
Source-anchored design rules for UniTask 2.5.10
unity-cli
Guide for using the experimental Unity CLI with bound UnitySkills projects
unity-urp
Manage the Universal Render Pipeline (URP)
unity-volume
Work with the SRP Volume framework
unity-yaml-editing
Last-resort guidance for safely hand-editing Unity YAML
unity-yooasset-design
Source-anchored design rules for YooAsset v2.3.18
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