Triggers
- Browsing the module catalog
- Finding which module handles a task
- Checking mode requirements
- 浏览模块目录、查找某事由哪个模块处理、确认模式要求
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 before calling (GET /skills?full=1, or the scoped GET /skills/schema?category=<Category> — bare GET /skills is the brief directory and carries no mode).
- 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 (GET /skills?full=1 / GET /skills/schema?category=<Category>) is 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/change journal |
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, batch orchestration |
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 |
| addressables |
Mixed* |
Addressables authoring: group CRUD, asset entry assignment, profile switching, content build (com.unity.addressables, reflection-based) |
No |
| 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 |
| primetween |
Mixed* |
PrimeTween Free inspection, factory discovery, and runtime tween/sequence script generation |
No |
| behavior |
Mixed |
Unity Behavior graph assets, agents, blackboard variables (com.unity.behavior, reflection-based) |
Yes |
| hybridclr |
Mixed* |
HybridCLR hot-update settings, codegen, DLL compile/copy pipeline (com.code-philosophy.hybridclr, reflection-based) |
Yes |
| qframework |
Mixed* |
QFramework editor automation: architecture-layer codegen, ViewController/UIKit panel codegen, ResKit AssetBundle mark/build, architecture scan, API doc query (no UPM package, reflection-based) |
Yes |
Advisory Design Modules
Documentation only — these modules define no REST skills.
| 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) |
| primetween-design |
PrimeTween 1.4.6 source-anchored rules (factories/handles/sequences/cycles/callbacks/lifetime/integration) |
| shadergraph-design |
ShaderGraph dual-version source-anchored rules (versions/node subset/recipes/pitfalls/review) |
| pico-design |
PICO Unity Integration SDK v3.4.0 doc-anchored rules (setup/rendering/interaction/MR/SecureMR/platform/API signatures/version diffs 2.x-3.4/pitfalls) |
| qframework-design |
QFramework v1.0.257 source-anchored rules (layers/CQRS/BindableProperty/event tools/CodeGenKit+UIKit/ResKit/ActionKit+SingletonKit/data kits/pitfalls) |
| 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 |
| unity-cli |
Experimental Unity CLI on the bound project (opt-in via Library/UnitySkills/cli_config.json) — cold start with the Editor closed, headless test/run/build, exit codes, JSON/NDJSON contract, hard DO-NOT list |
| manual-gameobject |
Manually create GameObjects, organize the Hierarchy, and adjust Transforms using Unity Editor UI |
| manual-component |
Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI |
| manual-material |
Manually create and edit Materials and assign them to objects using Unity Editor UI |
| manual-scene |
Manually navigate, save, and manage scenes using Unity Editor UI |
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.
1---2name: unity-skills-index3description: Index of all Unity Skills modules with per-module mode labels (SA/FA/Mixed). Use to find which module covers a task before loading its doc.4---5
6## Triggers
7- Browsing the module catalog
8- Finding which module handles a task
9- Checking mode requirements
10- 浏览模块目录、查找某事由哪个模块处理、确认模式要求
11
12# Unity Skills - Module Index
13
14Module docs. Start with [../SKILL.md](../SKILL.md) for mode switching and schema-first rules.
15
16> **Multi-instance**: For version-specific projects, call `unity_skills.set_unity_version(...)` first.
17> **Schema-first**: Use `GET /skills/schema` or `unity_skills.get_skill_schema()` for exact signatures. Load module docs for workflow guidance and guardrails.
18
19## Modules
20
21> **Mode legend** (v1.9.0+, caller-facing — describes what the caller can do, not the C# attribute):
22> - `SA` — module skills mostly run directly in **all three modes** (Approval / Auto / Bypass) without a grant.
23> - `FA` — module skills mostly require **user grant** under Approval (single-shot one-step execution); under Auto / Bypass they run directly with audit only.
24> - `Mixed` — module is split between SA and FA; check per-skill `mode` before calling (`GET /skills?full=1`, or the scoped `GET /skills/schema?category=<Category>` — bare `GET /skills` is the brief directory and carries no `mode`).
25> - 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.
26>
27> Labels are guidance only; the per-skill `mode` field (`GET /skills?full=1` / `GET /skills/schema?category=<Category>`) is authoritative.
28
29| Module | Mode | Description | Batch Support |
30|--------|:----:|-------------|---------------|
31| [gameobject](./gameobject/SKILL.md) | FA* | Object create/move/parent | Yes |
32| [component](./component/SKILL.md) | Mixed* | Component add/remove/configure | Yes |
33| [material](./material/SKILL.md) | FA | Material property edits | Yes |
34| [light](./light/SKILL.md) | FA | Light create/configure | Yes |
35| [prefab](./prefab/SKILL.md) | FA | Prefab create/apply/spawn | Yes |
36| [asset](./asset/SKILL.md) | SA* | Asset refresh/find/info | Yes |
37| [batch](./batch/SKILL.md) | SA | Batch and async jobs | Built-in |
38| [ui](./ui/SKILL.md) | FA | UGUI Canvas/UI creation | Yes |
39| [uitoolkit](./uitoolkit/SKILL.md) | Mixed* | UXML/USS/UIDocument | No |
40| [script](./script/SKILL.md) | SA* | Script create/read/update | Yes |
41| [scene](./scene/SKILL.md) | SA* | Scene load/save/query | No |
42| [editor](./editor/SKILL.md) | SA* | Play/select/undo/redo/change journal | No |
43| [animator](./animator/SKILL.md) | FA | Animator controllers | No |
44| [shader](./shader/SKILL.md) | Mixed* | Shader create/list | No |
45| [shadergraph](./shadergraph/SKILL.md) | Mixed* | Shader Graph create/inspect/blackboard edit/constrained node editing | No |
46| [graphics](./graphics/SKILL.md) | Mixed | GraphicsSettings / QualitySettings / SRP assets | No |
47| [volume](./volume/SKILL.md) | Mixed* | Volume / VolumeProfile / VolumeComponent | No |
48| [postprocess](./postprocess/SKILL.md) | FA* | Modern URP/HDRP post-processing | No |
49| [urp](./urp/SKILL.md) | Mixed* | URP asset / renderer / renderer features | No |
50| [decal](./decal/SKILL.md) | Mixed* | URP Decal Projector workflow | Yes |
51| [console](./console/SKILL.md) | SA | Log capture/filter | No |
52| [validation](./validation/SKILL.md) | SA* | Broken reference checks | No |
53| [importer](./importer/SKILL.md) | Mixed | Texture/audio/model import | Yes |
54| [cinemachine](./cinemachine/SKILL.md) | FA* | VCam operations | No |
55| [probuilder](./probuilder/SKILL.md) | FA* | ProBuilder mesh edits | No |
56| [xr](./xr/SKILL.md) | FA | XRI setup | No |
57| [terrain](./terrain/SKILL.md) | FA | Terrain create/paint | No |
58| [physics](./physics/SKILL.md) | Mixed | Raycast/overlap/gravity | No |
59| [navmesh](./navmesh/SKILL.md) | Mixed* | NavMesh bake/query | No |
60| [timeline](./timeline/SKILL.md) | FA* | Timeline tracks/clips | No |
61| [workflow](./workflow/SKILL.md) | SA* | Task snapshots/undo, batch orchestration | No |
62| [cleaner](./cleaner/SKILL.md) | SA* | Unused/duplicate assets | No |
63| [smart](./smart/SKILL.md) | FA* | Query/layout/auto-bind | No |
64| [perception](./perception/SKILL.md) | SA | Scene/project analysis | No |
65| [camera](./camera/SKILL.md) | FA | Scene View camera | No |
66| [event](./event/SKILL.md) | Mixed* | UnityEvent wiring | No |
67| [package](./package/SKILL.md) | Mixed* | UPM install/query | No |
68| [project](./project/SKILL.md) | SA* | Project info/settings | No |
69| [profiler](./profiler/SKILL.md) | SA | Perf statistics | No |
70| [optimization](./optimization/SKILL.md) | Mixed | Asset optimization | No |
71| [sample](./sample/SKILL.md) | Mixed* | Demo/test skills | No |
72| [debug](./debug/SKILL.md) | SA* | Compile/system diagnostics | No |
73| [test](./test/SKILL.md) | Mixed* | Unity Test Runner | No |
74| [bookmark](./bookmark/SKILL.md) | SA | Scene View bookmarks | No |
75| [history](./history/SKILL.md) | SA | Undo/redo history | No |
76| [scriptableobject](./scriptableobject/SKILL.md) | Mixed* | ScriptableObject assets | No |
77| [netcode](./netcode/SKILL.md) | Mixed* | Netcode for GameObjects setup, prefabs, lifecycle, host/server/client | Yes |
78| [addressables](./addressables/SKILL.md) | Mixed* | Addressables authoring: group CRUD, asset entry assignment, profile switching, content build (com.unity.addressables, reflection-based) | No |
79| [yooasset](./yooasset/SKILL.md) | Mixed* | YooAsset hot-update: build bundles, Collector CRUD, BuildReport asset/dependency analysis, PlayMode runtime validation, Reporter/Debugger/AssetArtScanner tools | Yes |
80| [dotween](./dotween/SKILL.md) | Mixed* | DOTween Pro DOTweenAnimation editor-time configuration (add/batch/stagger/tune) | Yes |
81| [primetween](./primetween/SKILL.md) | Mixed* | PrimeTween Free inspection, factory discovery, and runtime tween/sequence script generation | No |
82| [behavior](./behavior/SKILL.md) | Mixed | Unity Behavior graph assets, agents, blackboard variables (com.unity.behavior, reflection-based) | Yes |
83| [hybridclr](./hybridclr/SKILL.md) | Mixed* | HybridCLR hot-update settings, codegen, DLL compile/copy pipeline (com.code-philosophy.hybridclr, reflection-based) | Yes |
84| [qframework](./qframework/SKILL.md) | Mixed* | QFramework editor automation: architecture-layer codegen, ViewController/UIKit panel codegen, ResKit AssetBundle mark/build, architecture scan, API doc query (no UPM package, reflection-based) | Yes |
85
86## Advisory Design Modules
87
88Documentation only — these modules define no REST skills.
89
90| Module | Description |
91|--------|-------------|
92| [project-scout](./project-scout/SKILL.md) | Inspect existing project |
93| [architecture](./architecture/SKILL.md) | Plan system boundaries |
94| [adr](./adr/SKILL.md) | Record tradeoffs |
95| [performance](./performance/SKILL.md) | Review hot paths |
96| [asmdef](./asmdef/SKILL.md) | Plan asmdef deps |
97| [blueprints](./blueprints/SKILL.md) | Small-game blueprints |
98| [script-roles](./script-roles/SKILL.md) | Assign class roles |
99| [scene-contracts](./scene-contracts/SKILL.md) | Define scene wiring |
100| [testability](./testability/SKILL.md) | Extract testable logic |
101| [patterns](./patterns/SKILL.md) | Choose patterns |
102| [async](./async/SKILL.md) | Choose async model |
103| [inspector](./inspector/SKILL.md) | Design authoring UX |
104| [scriptdesign](./scriptdesign/SKILL.md) | Review script structure |
105| [netcode-design](./netcode-design/SKILL.md) | Netcode source-anchored rules (lifecycle/ownership/RPC/variables/spawn/scene/transport/pitfalls) |
106| [yooasset-design](./yooasset-design/SKILL.md) | YooAsset v2.3.18 source-anchored rules (init/default-package shortcuts/playmode/handles/loading/update/filesystem/build/pitfalls) |
107| [addressables-design](./addressables-design/SKILL.md) | 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 |
108| [unitask-design](./unitask-design/SKILL.md) | UniTask 2.5.10 source-anchored rules (basics/playerloop/cancellation/composition/conversion/asyncenumerable/triggers/pitfalls) |
109| [dotween-design](./dotween-design/SKILL.md) | DOTween 1.3.015 source-anchored rules (basics/tween/sequence/shortcuts/ease/lifetime/integration/pitfalls) |
110| [primetween-design](./primetween-design/SKILL.md) | PrimeTween 1.4.6 source-anchored rules (factories/handles/sequences/cycles/callbacks/lifetime/integration) |
111| [shadergraph-design](./shadergraph-design/SKILL.md) | ShaderGraph dual-version source-anchored rules (versions/node subset/recipes/pitfalls/review) |
112| [pico-design](./pico-design/SKILL.md) | PICO Unity Integration SDK v3.4.0 doc-anchored rules (setup/rendering/interaction/MR/SecureMR/platform/API signatures/version diffs 2.x-3.4/pitfalls) |
113| [qframework-design](./qframework-design/SKILL.md) | QFramework v1.0.257 source-anchored rules (layers/CQRS/BindableProperty/event tools/CodeGenKit+UIKit/ResKit/ActionKit+SingletonKit/data kits/pitfalls) |
114| [yaml-editing](./yaml-editing/SKILL.md) | 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 |
115| [unity-cli](./unity-cli/SKILL.md) | Experimental Unity CLI on the bound project (opt-in via `Library/UnitySkills/cli_config.json`) — cold start with the Editor closed, headless test/run/build, exit codes, JSON/NDJSON contract, hard DO-NOT list |
116| [manual-gameobject](./manual-gameobject/SKILL.md) | Manually create GameObjects, organize the Hierarchy, and adjust Transforms using Unity Editor UI |
117| [manual-component](./manual-component/SKILL.md) | Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI |
118| [manual-material](./manual-material/SKILL.md) | Manually create and edit Materials and assign them to objects using Unity Editor UI |
119| [manual-scene](./manual-scene/SKILL.md) | Manually navigate, save, and manage scenes using Unity Editor UI |
120
121## Batch-First Rule
122
123When a task touches `2+` objects in Auto / Bypass mode (or after a successful grant under Approval), prefer `*_batch` skills over repeated single-item calls.
124
125## Skill Naming Convention
126
127Skills follow `<module>_<action>` or `<module>_<action>_batch`.
128Use schema to verify the exact prefix list.
129Special: `scene_analyze`, `hierarchy_describe`, `project_stack_detect` → `perception`; `job_*` → `batch`.
130If a skill name does not match a valid prefix or a schema result, do not invent it.