Unity Skills - Module Index
This folder contains detailed documentation for each skill module. For quick reference, see the parent SKILL.md.
Multi-Instance: When user specifies Unity version (e.g. "Unity 6", "2022"), call unity_skills.set_unity_version("6") before operations. See parent SKILL.md.
Modules
Mode Reminder: In Semi-Auto (default), only modules marked SA are active.
Modules marked FA require Full-Auto mode. See parent SKILL.md for mode switching.
| Module |
Mode |
Description |
Batch Support |
| gameobject |
FA |
Create, transform, parent GameObjects |
Yes (9 batch skills) |
| component |
FA |
Add, remove, configure components |
Yes (3 batch skills) |
| material |
FA |
Materials, colors, emission, textures |
Yes (4 batch skills) |
| light |
FA |
Lighting setup and configuration |
Yes (2 batch skills) |
| prefab |
FA |
Prefab creation and instantiation |
Yes (1 batch skill) |
| asset |
SA |
Asset import, organize, search |
Yes (3 batch skills) |
| ui |
FA |
Canvas and UI element creation |
Yes (1 batch skill) |
| uitoolkit |
FA |
UI Toolkit UXML/USS/UIDocument |
No |
| script |
SA |
C# script creation and search |
Yes (1 batch skill) |
| scene |
SA |
Scene loading, saving, hierarchy |
No |
| editor |
SA |
Play mode, selection, undo/redo |
No |
| animator |
FA |
Animation controllers and parameters |
No |
| shader |
FA |
Shader creation and listing |
No |
| console |
SA |
Log capture and debugging |
No |
| validation |
FA |
Project validation and cleanup |
No |
| importer |
FA |
Texture/Audio/Model import settings |
Yes (3 batch skills) |
| cinemachine |
FA |
Virtual cameras and cinematics |
No |
| probuilder |
FA |
ProBuilder mesh modeling (requires package) |
No |
| xr |
FA |
XR Interaction Toolkit (requires package, reflection-based) |
No |
| terrain |
FA |
Terrain creation and painting |
No |
| physics |
FA |
Raycasts, overlaps, gravity |
No |
| navmesh |
FA |
Navigation mesh baking |
No |
| timeline |
FA |
Timeline and cutscenes |
No |
| workflow |
SA |
Undo history and snapshots |
No |
| cleaner |
FA |
Find unused/duplicate assets |
No |
| smart |
FA |
Query, layout, auto-bind |
No |
| perception |
SA |
Scene analysis and summary |
No |
| camera |
FA |
Scene View camera control |
No |
| event |
FA |
UnityEvent listeners |
No |
| package |
FA |
Package Manager operations |
No |
| project |
FA |
Project info and settings |
No |
| profiler |
FA |
Performance statistics |
No |
| optimization |
FA |
Asset optimization |
No |
| sample |
FA |
Basic test skills |
No |
| debug |
SA |
Error checking and diagnostics |
No |
| test |
FA |
Unity Test Runner |
No |
| bookmark |
FA |
Scene View bookmarks |
No |
| history |
FA |
Undo/redo history |
No |
| scriptableobject |
FA |
ScriptableObject management |
No |
Advisory Design Modules
These modules provide architecture and coding guidance — available in both Semi-Auto and Full-Auto modes.
They contain no REST skills; load them on demand when the user asks for design advice, refactoring guidance, pattern selection, or better script quality.
| Module |
Description |
When To Use |
| project-scout |
Inspect current project baseline and constraints |
Before proposing architecture changes in an existing project |
| architecture |
Overall mini-game/system architecture planning |
Before creating lots of gameplay scripts or when defining module boundaries |
| adr |
Short architecture decision records |
When tradeoffs need to stay stable across multiple turns |
| performance |
Unity-specific performance red-flag review |
When reviewing hot paths, Update usage, allocations, pooling, scene lookups |
| asmdef |
Assembly boundary and dependency planning |
When project scale justifies clearer compile-time boundaries |
| blueprints |
Minimal architecture blueprints for common mini-games |
When starting a new small game or gameplay vertical slice |
| script-roles |
Decide class roles before code generation |
Before batch-creating gameplay scripts |
| scene-contracts |
Scene composition and reference contract planning |
When defining required scene objects, bootstrap, and validation |
| testability |
Testability and pure-C# extraction guidance |
When deciding what logic should be isolated from Unity APIs |
| patterns |
Pattern selection for SO, events, interfaces, pooling, states |
When deciding whether a pattern is justified |
| async |
Async and lifecycle strategy |
When choosing between Update, coroutine, UniTask, timers, cleanup |
| inspector |
Inspector-facing API and serialization guidance |
When designing fields, attributes, validation, authoring UX |
| scriptdesign |
Script-level quality review |
When generating or reviewing scripts for coupling/performance/maintainability |
| xr |
XR development workflow guidance |
When setting up VR/AR interactions, teleportation, grab, or XR rig |
Batch-First Rule
When operating on 2 or more objects, ALWAYS use *_batch skills instead of calling single-object skills multiple times.
Example - Creating 10 cubes:
# BAD: 10 API calls
for i in range(10):
unity_skills.call_skill("gameobject_create", name=f"Cube_{i}", primitiveType="Cube", x=i)
# GOOD: 1 API call
unity_skills.call_skill("gameobject_create_batch",
items=[{"name": f"Cube_{i}", "primitiveType": "Cube", "x": i} for i in range(10)]
)
Coverage Summary
- Unity REST skills: 513
- Advisory design modules: 14
- Core runtime modules: 38
- Total documented module folders: 52
Skill Naming Convention
All skills follow <module>_<action> or <module>_<action>_batch pattern.
Valid module prefixes: gameobject, component, material, light, prefab, asset, ui, uitoolkit, script, scene, editor, animator, shader, console, validation, importer, cinemachine, probuilder, xr, terrain, physics, navmesh, timeline, workflow, cleaner, smart, perception, camera, event, package, project, profiler, optimize, sample, debug, test, bookmark, history, scriptableobject.
Special: scene_summarize, hierarchy_describe, script_analyze, script_dependency_graph belong to perception module despite their prefix.
If a skill name doesn't start with a valid prefix listed above, it does not exist — do not hallucinate it.
1---2name: unity-skills-index3description: Index of all Unity Skills modules — 38 functional modules (SA/FA) + 14 advisory modules. Browse available skills, check mode requirements, and find the right module. Triggers: module list, skill index, browse skills, find module, 模块列表, 技能索引, 查找模块.4---56# Unity Skills - Module Index78This folder contains detailed documentation for each skill module. For quick reference, see the parent [SKILL.md](../SKILL.md).910> **Multi-Instance**: When user specifies Unity version (e.g. "Unity 6", "2022"), call `unity_skills.set_unity_version("6")` before operations. See parent SKILL.md.1112## Modules1314> **Mode Reminder**: In Semi-Auto (default), only modules marked `SA` are active.15> Modules marked `FA` require Full-Auto mode. See parent SKILL.md for mode switching.1617| Module | Mode | Description | Batch Support |18|--------|:----:|-------------|---------------|19| [gameobject](./gameobject/SKILL.md) | FA | Create, transform, parent GameObjects | Yes (9 batch skills) |20| [component](./component/SKILL.md) | FA | Add, remove, configure components | Yes (3 batch skills) |21| [material](./material/SKILL.md) | FA | Materials, colors, emission, textures | Yes (4 batch skills) |22| [light](./light/SKILL.md) | FA | Lighting setup and configuration | Yes (2 batch skills) |23| [prefab](./prefab/SKILL.md) | FA | Prefab creation and instantiation | Yes (1 batch skill) |24| [asset](./asset/SKILL.md) | SA | Asset import, organize, search | Yes (3 batch skills) |25| [ui](./ui/SKILL.md) | FA | Canvas and UI element creation | Yes (1 batch skill) |26| [uitoolkit](./uitoolkit/SKILL.md) | FA | UI Toolkit UXML/USS/UIDocument | No |27| [script](./script/SKILL.md) | SA | C# script creation and search | Yes (1 batch skill) |28| [scene](./scene/SKILL.md) | SA | Scene loading, saving, hierarchy | No |29| [editor](./editor/SKILL.md) | SA | Play mode, selection, undo/redo | No |30| [animator](./animator/SKILL.md) | FA | Animation controllers and parameters | No |31| [shader](./shader/SKILL.md) | FA | Shader creation and listing | No |32| [console](./console/SKILL.md) | SA | Log capture and debugging | No |33| [validation](./validation/SKILL.md) | FA | Project validation and cleanup | No |34| [importer](./importer/SKILL.md) | FA | Texture/Audio/Model import settings | Yes (3 batch skills) |35| [cinemachine](./cinemachine/SKILL.md) | FA | Virtual cameras and cinematics | No |36| [probuilder](./probuilder/SKILL.md) | FA | ProBuilder mesh modeling (requires package) | No |37| [xr](./xr/SKILL.md) | FA | XR Interaction Toolkit (requires package, reflection-based) | No |38| [terrain](./terrain/SKILL.md) | FA | Terrain creation and painting | No |39| [physics](./physics/SKILL.md) | FA | Raycasts, overlaps, gravity | No |40| [navmesh](./navmesh/SKILL.md) | FA | Navigation mesh baking | No |41| [timeline](./timeline/SKILL.md) | FA | Timeline and cutscenes | No |42| [workflow](./workflow/SKILL.md) | SA | Undo history and snapshots | No |43| [cleaner](./cleaner/SKILL.md) | FA | Find unused/duplicate assets | No |44| [smart](./smart/SKILL.md) | FA | Query, layout, auto-bind | No |45| [perception](./perception/SKILL.md) | SA | Scene analysis and summary | No |46| [camera](./camera/SKILL.md) | FA | Scene View camera control | No |47| [event](./event/SKILL.md) | FA | UnityEvent listeners | No |48| [package](./package/SKILL.md) | FA | Package Manager operations | No |49| [project](./project/SKILL.md) | FA | Project info and settings | No |50| [profiler](./profiler/SKILL.md) | FA | Performance statistics | No |51| [optimization](./optimization/SKILL.md) | FA | Asset optimization | No |52| [sample](./sample/SKILL.md) | FA | Basic test skills | No |53| [debug](./debug/SKILL.md) | SA | Error checking and diagnostics | No |54| [test](./test/SKILL.md) | FA | Unity Test Runner | No |55| [bookmark](./bookmark/SKILL.md) | FA | Scene View bookmarks | No |56| [history](./history/SKILL.md) | FA | Undo/redo history | No |57| [scriptableobject](./scriptableobject/SKILL.md) | FA | ScriptableObject management | No |5859## Advisory Design Modules6061These modules provide architecture and coding guidance — **available in both Semi-Auto and Full-Auto modes**.62They contain no REST skills; load them on demand when the user asks for design advice, refactoring guidance, pattern selection, or better script quality.6364| Module | Description | When To Use |65|--------|-------------|-------------|66| [project-scout](./project-scout/SKILL.md) | Inspect current project baseline and constraints | Before proposing architecture changes in an existing project |67| [architecture](./architecture/SKILL.md) | Overall mini-game/system architecture planning | Before creating lots of gameplay scripts or when defining module boundaries |68| [adr](./adr/SKILL.md) | Short architecture decision records | When tradeoffs need to stay stable across multiple turns |69| [performance](./performance/SKILL.md) | Unity-specific performance red-flag review | When reviewing hot paths, Update usage, allocations, pooling, scene lookups |70| [asmdef](./asmdef/SKILL.md) | Assembly boundary and dependency planning | When project scale justifies clearer compile-time boundaries |71| [blueprints](./blueprints/SKILL.md) | Minimal architecture blueprints for common mini-games | When starting a new small game or gameplay vertical slice |72| [script-roles](./script-roles/SKILL.md) | Decide class roles before code generation | Before batch-creating gameplay scripts |73| [scene-contracts](./scene-contracts/SKILL.md) | Scene composition and reference contract planning | When defining required scene objects, bootstrap, and validation |74| [testability](./testability/SKILL.md) | Testability and pure-C# extraction guidance | When deciding what logic should be isolated from Unity APIs |75| [patterns](./patterns/SKILL.md) | Pattern selection for SO, events, interfaces, pooling, states | When deciding whether a pattern is justified |76| [async](./async/SKILL.md) | Async and lifecycle strategy | When choosing between `Update`, coroutine, UniTask, timers, cleanup |77| [inspector](./inspector/SKILL.md) | Inspector-facing API and serialization guidance | When designing fields, attributes, validation, authoring UX |78| [scriptdesign](./scriptdesign/SKILL.md) | Script-level quality review | When generating or reviewing scripts for coupling/performance/maintainability |79| [xr](./xr/SKILL.md) | XR development workflow guidance | When setting up VR/AR interactions, teleportation, grab, or XR rig |8081## Batch-First Rule8283> When operating on **2 or more objects**, ALWAYS use `*_batch` skills instead of calling single-object skills multiple times.8485**Example - Creating 10 cubes:**8687```python88# BAD: 10 API calls89for i in range(10):90 unity_skills.call_skill("gameobject_create", name=f"Cube_{i}", primitiveType="Cube", x=i)9192# GOOD: 1 API call93unity_skills.call_skill("gameobject_create_batch",94 items=[{"name": f"Cube_{i}", "primitiveType": "Cube", "x": i} for i in range(10)]95)96```9798## Coverage Summary99100- Unity REST skills: 513101- Advisory design modules: 14102- Core runtime modules: 38103- Total documented module folders: 52104105## Skill Naming Convention106107All skills follow `<module>_<action>` or `<module>_<action>_batch` pattern.108Valid module prefixes: `gameobject`, `component`, `material`, `light`, `prefab`, `asset`, `ui`, `uitoolkit`, `script`, `scene`, `editor`, `animator`, `shader`, `console`, `validation`, `importer`, `cinemachine`, `probuilder`, `xr`, `terrain`, `physics`, `navmesh`, `timeline`, `workflow`, `cleaner`, `smart`, `perception`, `camera`, `event`, `package`, `project`, `profiler`, `optimize`, `sample`, `debug`, `test`, `bookmark`, `history`, `scriptableobject`.109Special: `scene_summarize`, `hierarchy_describe`, `script_analyze`, `script_dependency_graph` belong to `perception` module despite their prefix.110If a skill name doesn't start with a valid prefix listed above, **it does not exist** — do not hallucinate it.