SuperAPI AI Directory

unity-skills-index

General & other

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Updated 10-16 03:42

About this skill

Triggers

  • Browsing the module catalog
  • Finding which module handles a task
  • Checking mode requirements
  • Browse the module directory, find out which module handles a certain matter, and confirm the mode requirements
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: Exact signatures come from the root quick reference, from GET /skills/recommend?intent=<words>&includeSchema=true&topN=3&wire=v2 (unity_skills.find_skills(intent, top_n=3, include_schema=True, wire="v2")), or from GET /skills/schema?names=a,b&wire=v2 when the name is known; the full GET /skills/schema (unity_skills.get_skill_schema()) is ~707 KB. Load module docs for workflow guidance and guardrails. Split modules: gameobject, component, batch and script keep their shared rules and skill list in SKILL.md and each skill's parameter table, item fields and return shape in reference/<skill_name>.md (one small file per skill), rarely needed once the schema's parameter notes are in hand.

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.