unity-skills-index

Index of all Unity Skills modules — functional (REST) modules and advisory (design) modules. Browse available modules, check operating-mode requirements (Approval/Auto/Bypass), and pick the right modu

SKILL.md

GitHub

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 returned by GET /skills before calling.
  • 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 on GET /skills 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
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

Advisory Design Modules

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)
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)
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

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.