datnt-cell
- 42 skills
- 0 followers
- 1 hour ago last updated
- ▌ Unity Addressables Design · datnt-cell bundleSource-anchored design rules for Unity Addressables 1.22.3/2.9.1
- ▌ Unity Architecture Advisory · datnt-cell bundleDesign-time advisory guidance for Unity projects — inspecting an existing project, planning system/asmdef boundaries, recording architecture decision records (ADRs), reviewing performance hot paths, sketching small-game blueprints, defining scene wiring contracts, and designing authoring UX. Use when the user wants planning, review, or documentation of a Unity project's architecture rather than direct Editor automation — these modules define no REST skills. Read unity-core first if the task also needs Editor automation.
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- ▌ Unity Addressables · datnt-cellManage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based)
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- ▌ Unity Tweening · datnt-cell bundleAutomate DOTween Pro and PrimeTween tween/sequence authoring in Unity, plus UniTask async patterns, from chat. Use when the user wants scripted motion, easing, tween sequences, or async/await code generated for the Unity player loop through Editor automation. Read unity-core first for the REST protocol before calling any skill named here.
- ▌ Unity Rendering · datnt-cell bundleConfigure Unity rendering from chat — materials, lights, shaders, Shader Graph, URP/HDRP settings, post-processing volumes, and Decal Projectors. Use whenever the user wants to change how the scene looks (colors, lighting, shaders, render pipeline assets, post-fx) through Editor automation rather than by hand. Read unity-core first for the REST protocol before calling any skill named here.
- ▌ Unity Scripting · datnt-cell bundleCreate and edit C# scripts and ScriptableObjects in Unity, plus scripting-design advisories — assembly definitions (asmdef), script roles, testability, patterns, and async-model choice. Use when the user wants scripts written/read/updated through Editor automation, or wants review/guidance on script architecture. Read unity-core first for the REST protocol before calling any skill named here.
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- ▌ Unity Dev Workflow · datnt-cell bundleCross-cutting Unity Editor developer workflow tools from chat — batch/async job execution, task snapshots and undo orchestration, compile/system diagnostics, console log capture, profiler stats, undo/redo history, Scene View bookmarks, the Unity Test Runner, demo/test scaffolding, query/layout/auto-bind smart tools, scene/project analysis, project info/settings, and UnityEvent wiring. Use for anything spanning multiple modules, or for the batch/dryRun execution machinery itself. Read unity-core first for the REST protocol before calling any skill named here.
- ▌ Unity Editor Tools · datnt-cell bundleLow-level and fallback Unity Editor tooling from chat — hand-editing serialized YAML (.unity/.prefab/.asset/.meta/ProjectSettings) when REST can't reach the target, the experimental Unity CLI for headless cold-start test/run/build, and Unity Behavior graph automation (agents, blackboard variables). Use when REST skills from other unity-* skills can't reach what you need, or when the user explicitly wants headless CLI operation or Behavior graph editing. Read unity-core first for the REST protocol before calling any skill named here.
- ▌ Unity Manual Scene · datnt-cellManually navigate, save, and manage scenes using Unity Editor UI. For simple Scene view workflows that do not need REST automation.
- ▌ Unity Assets Pipeline · datnt-cell bundleManage Unity's asset pipeline from chat — asset refresh/find/info, texture/audio/model importers, unused/duplicate asset cleanup, asset optimization, UPM package install/query, and broken-reference validation. Use when the user wants asset-level operations across the project rather than editing one specific asset's content. Read unity-core first for the REST protocol before calling any skill named here.
- ▌ Unity Scene Authoring · datnt-cellCreate and edit GameObjects, Components, Prefabs, and Scenes in the Unity Editor, plus Editor-level control (play/select/undo/redo). Use for hierarchy authoring, prefab variants, scene load/save/query, and any scene-authoring automation from chat. Read unity-core first for the REST protocol (health check, operating mode, dryRun gate) before calling any skill named here.
- ▌ Unity Manual Material · datnt-cellManually 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 Component · datnt-cellManually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.
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- ▌ Unity Manual Gameobject · datnt-cellManually create GameObjects, organize the Hierarchy, and adjust Transforms using Unity Editor UI. For clicks-and-drag workflows that do not need REST automation.
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- ▌ Unity Animation Timeline · datnt-cell bundleAutomate Unity Animator controllers, Timeline tracks/clips, Cinemachine virtual cameras, and Scene View camera control from chat. Use when the user wants animation state machines, cutscenes/sequences, or camera work set up through Editor automation. Read unity-core first for the REST protocol before calling any skill named here.
- ▌ Unity Physics Navigation · datnt-cell bundleAutomate Unity physics (raycasts, overlaps, gravity), NavMesh baking/queries, Terrain creation/painting, and ProBuilder mesh editing from chat. Use when the user wants physical simulation setup, pathfinding/navigation, terrain sculpting, or in-editor mesh authoring done through Editor automation. Read unity-core first for the REST protocol before calling any skill named here.
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- ▌ Unity Addressables Yooasset · datnt-cell bundleAutomate Unity Addressables and YooAsset hot-update/asset-bundle pipelines, plus HybridCLR hot-update codegen, from chat — group/Collector CRUD, asset entry assignment, profile switching, content builds, BuildReport analysis, and DLL compile/copy. Use when the user wants asset-bundle or hot-update workflows wired up through Editor automation. Read unity-core first for the REST protocol before calling any skill named here.
- ▌ Unity UI · datnt-cellBuild Unity UI from chat — UGUI Canvas/widget creation and UI Toolkit (UXML/USS/UIDocument) editing through Editor automation. Use when the user wants menus, HUDs, buttons, panels, or other UI built or edited in the Unity Editor. Read unity-core first for the REST protocol before calling any skill named here.
- ▌ Unity Core · datnt-cell bundleShared protocol and First Contact Checklist for the Unity Skills plugin — REST server discovery, operating mode, schema layers, batch execution, dryRun gate, surface profile, and error codes. Every other unity-* skill in this plugin (scene-authoring, rendering, ui, scripting, networking, etc.) depends on this protocol. Read this FIRST, before the first REST call in a session, whenever the user wants to actually operate the Unity Editor from chat. Not needed for conceptual Unity Q&A that touches no Editor state. 当用户要从对话里实际操作 Unity 编辑器时,先读本协议,任何语言均可触发。