Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via
GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
Triggers
- Hand-editing YAML when REST cannot reach
- Fixing m_Script GUIDs or broken fileID references
- Fixing .meta files or merge conflicts
- Hand-editing YAML when REST cannot reach it, fixing m_Script GUID or broken fileID references, repairing .meta files or merge conflicts
Advisory module. This is operational guidance for directly editing Unity serialized YAML text when the REST skills (and the Editor itself) cannot do the job. Hand-editing YAML is the last resort, not a shortcut.
Mode: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).
When To Load / When NOT
Prefer REST first. For normal object/asset work, use the REST skills — they keep serialization valid for you:
- GameObjects / components →
gameobject_* - Prefabs →
prefab_* - ScriptableObjects →
scriptableobject_* - Scenes →
scene_* - Importers →
importer_* - Graphics / rendering →
graphics_*
Only hand-edit YAML when REST cannot reach, i.e. one of:
- Compile failure — a script fails to compile, so the Editor cannot deserialize the component. Editor/REST APIs are unavailable; the only level left is the YAML text.
- .meta files — no REST skill touches
.meta; GUID and importer fields live only in text. - Hidden ProjectSettings fields — many
ProjectSettings/*.assetfields have no public API or REST surface. - Merge conflicts — REST runs sequentially and cannot perform a 3-way merge of
.unity/.prefab.
If none of these apply, stop and use REST. Do not hand-edit YAML for convenience.
Core Concepts
- Object block / anchor: every serialized object is a block headed by
--- !u!<classID> &<fileID>.<classID>is the Unity type id (e.g.1= GameObject,4= Transform,114= MonoBehaviour).<fileID>is the object's anchor, unique within this file. - GUID vs fileID:
- GUID = asset-level identity, a 32-char hex string, stored in the asset's
.meta. Identifies the whole asset (a script, prefab, texture, ...). - fileID = sub-object identity inside a file (a specific component, the specific MonoBehaviour script class, ...).
- GUID = asset-level identity, a 32-char hex string, stored in the asset's
- Serialized reference: a cross-object/asset reference is
{fileID: N, guid: H, type: T}.guidis omitted for same-file references ({fileID: N}). m_Script: a MonoBehaviour points at its script viam_Script: {fileID: 11500000, guid: <scriptGUID>, type: 3}.fileID: 11500000is the conventional MonoScript fileID;guidis the.csfile's GUID from its.meta;type: 3means the reference targets an asset on disk. A wrongguid/fileIDhere is exactly what produces a "missing script / missing component".
Coverage Scenarios
1. Reference / fileID repair
When: a script was renamed or moved, so a prefab/scene m_Script guid/fileID no longer resolves; or a compile failure left a component as Missing and you must locate, delete, or re-point it at the YAML level (the Editor cannot deserialize a broken component, so REST/Editor API is unavailable).
How: read the script's current GUID from its .cs.meta. In the prefab/scene, find the offending m_Script: {fileID: 11500000, guid: ..., type: 3} and set guid to the correct value (keep fileID: 11500000, type: 3). To delete a Missing component, remove its whole --- !u!114 &<fileID> block and the matching {component: {fileID: <fileID>}} entry under the owner GameObject's m_Component list — leaving one without the other corrupts the file.
Danger: deleting the object block but not its m_Component reference (or vice versa) breaks the GameObject; changing a fileID that other objects reference orphans those references.
2. .meta / GUID safety
When: a .meta GUID looks like a pseudo-random GUID and risks third-party collision, or you must edit an importer field that REST does not expose.
How: for pseudo-GUID detection and the uuid4 repair flow, reuse /metacheck — it documents 5 pseudo-GUID heuristics (consecutive hex runs, interleaved increment, repeated chars, literal abcdef, wrong length), the uuid4 regeneration step, and the ValidationSkills.cs.meta collision lesson. Do not re-derive that here. Generate replacement GUIDs with python -c "import uuid; print(uuid.uuid4().hex)", never by hand.
Danger: changing a GUID without updating every reference. Before changing any GUID, grep the whole project for that GUID (.asset / .prefab / .unity / .meta) and update every reference point in the same change. Run /metacheck for a full GUID health audit before/after.
3. ProjectSettings patch
When: you need a ProjectSettings/*.asset field (YAML) that REST does not expose — e.g. a specific physics layer / collision matrix entry, or a hidden QualitySettings value.
How: git-back up (or confirm a clean tree) first, locate the exact field by key, change only its value, then let Unity reload and re-serialize to validate. Confirm the change round-trips (Unity rewriting the file the same way) rather than reverting or reformatting it.
Danger: editing collision-matrix or enum-backed fields by guessing the encoding can silently break settings; always verify Unity accepts the value on reload.
4. Merge conflict assistance
When: a .unity / .prefab has Git conflict markers and you must resolve them.
How: Unity YAML is line-mergeable because each object is an independent --- !u!<classID> &<fileID> block. Resolve per-block: for a block changed on only one side, take that side; for the same block changed on both sides, do a true 3-way merge of the conflicting fields. After resolving, ensure every fileID/guid referenced still has a defining block.
Danger: blindly accepting one side (--theirs/--ours) drops objects added on the other side or leaves dangling references. Never resolve by deleting whole conflict regions without checking the fileID references inside them.
Hard Rules
- Back up first: confirm a clean git tree (or commit/stash) before any YAML edit, so you can diff and revert.
- Don't touch structure unless repairing references: change values only; do not renumber or reorder
anchor/fileIDunless the explicit task is reference repair. - Re-import to validate: after editing, trigger a Unity reimport/reload and confirm no new errors and the file round-trips.
- GUIDs are uuid4, never hand-written:
python -c "import uuid; print(uuid.uuid4().hex)". - Dry-run before bulk edits: grep the impact set first; know exactly how many references a change touches before making it.
- Change a GUID → change every reference: a GUID edit is not done until all referencing files are updated in the same change.
Routing
- If a REST skill can do it, use REST —
gameobject_*/prefab_*/scriptableobject_*/scene_*/importer_*/graphics_*— and do not hand-edit. - GUID health audit / pseudo-GUID detection / uuid4 repair →
/metacheck. - After editing skill docs or for doc/code consistency →
/skillcheck.