
Claude Skills by Besty0728
github.com/Besty0728Edit Unity Animator Controllers and drive runtime parameters
Manage Unity AssetDatabase operations
Control Unity Scene View and Game cameras
Set up Cinemachine Virtual Cameras
Clean up and audit a Unity project
Manage GameObject components
Capture and query the Unity Editor console
Control and observe the Unity Editor state
Wire UnityEvent persistent listeners at editor time
Create and manipulate GameObjects
Configure asset import settings
Create and configure Unity lights
Edit material and shader properties across Built-in/URP/HDRP
Bake and query Unity NavMesh
Optimize project assets and scenes
Read-only scene, project and script analysis for AI context
Run Unity physics queries and configure physics
Manage Prefabs and variants
Capture read-only Unity runtime performance snapshots
Read Unity project metadata and package lists
Sample and demo skills for API connectivity testing
Manage Unity scenes
Create, read and analyze C# scripts
Manage HLSL/ShaderLab .shader files
AI-powered scene queries, layout and auto-binding. AI
Operate on Unity Terrain
Edit Unity Timeline assets and tracks
Create and lay out Unity UGUI screens
Validate project and scene health plus cleanup
Persistent operation history and orchestration
Source-anchored design rules for Unity Addressables 1.22.3 (Unity 2022) and 2.9.1 (Unity 6). Load before writing any InitializeAsync / LoadAssetAsync / LoadSceneAsync / UpdateCatalogs / AssetReference code to avoid removed APIs, handle leaks, SceneReleaseMode bugs, and catalog update ordering errors. Triggers: Addressables, AddressableAssets, AddressableAssetSettings, AsyncOperationHandle, LoadAssetAsync, LoadAssetsAsync, LoadSceneAsync, UnloadSceneAsync, InstantiateAsync, GetDownloadSizeAsyn...
Architecture decision record helper for Unity projects. Use when users compare options, choose between approaches, or need to lock in a design choice. Triggers: ADR, architecture decision, tradeoff, which approach, compare options, choose pattern, pros and cons, 技术选型, 方案对比, 选哪个, 设计决策, 架构决策, 优缺点对比.
Gameplay and system architecture advisor for Unity. Use when users want module boundaries, scene design, SOLID structure, decoupling, or refactoring direction before writing code. Triggers: architecture, system design, how to structure, how to organize, module boundary, decouple, refactor, SOLID, 架构设计, 怎么组织代码, 模块划分, 代码结构, 解耦, 重构方向, 系统设计.
Assembly definition advisor for Unity projects. Use when users want module boundaries, faster compilation, cleaner dependencies, or editor/runtime/test separation. Triggers: asmdef, assembly definition, module boundary, compile time, slow compilation, dependency graph, 程序集, 模块边界, 编译慢, 依赖管理, asmdef怎么配.
Unity async and lifecycle strategy advisor. Use when users want to choose between Update, coroutine, UniTask, timers, or handle cleanup/cancellation. Triggers: async, coroutine, UniTask, await, Update vs coroutine, timer, lifecycle, IDisposable, cancellation, 异步, 协程, 生命周期, 用协程还是UniTask, 异步怎么写, 定时器, 取消操作.
Batch query, preview-confirm-execute, async job orchestration, and bulk scene cleanup for UnitySkills. Use when users want a unified batch query (gameobjects/components/assets), preview before mutation (rename/set property/replace material/missing scripts/standardize naming/render layer/cleanup temp), execute with confirmToken, manage async jobs (status/progress/wait/logs/list/cancel), inspect or list reports, retry failed items, or validate scene objects. Triggers: batch, preview, dry-run, c...
Mini-game architecture blueprint advisor. Use when users want a starting structure for a small Unity game — platformer, shooter, runner, puzzle, tower defense, clicker, card game. Triggers: blueprint, game template, game structure, prototype, gameplay loop, how to start a game, platformer, tower defense, 游戏模板, 小游戏架构, 做个游戏, 从零开始, 平台跳跃, 塔防, 卡牌, 游戏框架.
Scene View bookmarks — save the current selection plus Scene View camera pivot/rotation/size under a name, jump back to it later, list, delete. Use when users want to save, recall, or manage scene viewpoints + selections in the editor. Triggers: bookmark, bookmarks, save view, goto view, jump to view, scene view, camera position, viewpoint, viewpoints, named view, selection snapshot, 书签, 视角, 保存视角, 视图书签, 跳转视角, 选中快照, 命名视角.
Debug, diagnostics and compile state. Read console errors, force recompile, fetch stack traces, list assemblies, manage scripting define symbols, sample memory, and triage editor health. Triggers: debug, diagnostics, triage, error, exception, warning, console error, compilation, recompile, force recompile, refresh, stack trace, assembly, define symbols, scripting defines, memory usage, mono heap, system info, unity version, editor health, unity_diagnose, debug_get_errors, debug_get_logs, debu...
URP Decal Projector creation and configuration plus DecalRendererFeature setup. Use when users want to create, inspect, configure, batch-edit, delete or validate URP DecalProjectors in the scene, or ensure the active URP renderer has DecalRendererFeature attached. HDRP decal APIs are out of scope. Triggers (EN): decal, Decal Projector, DecalProjector, URP decal, DecalRendererFeature, decal renderer feature, decal material, projector. Triggers (ZH): 贴花, 贴花投射器, 投影贴花, URP 贴花, DecalProjector, 贴花渲...
Source-anchored design rules for DOTween 1.3.015 (Unity 2018+). Load before writing any DOTween.Init / DOMove / Sequence.Append / SetLoops / SetLink / AsyncWaitForCompletion / ToUniTask code to avoid missing-target NRE, tween leaks, Safe Mode false positives, autoKill confusion, module compile errors. Triggers: DOTween, DOMove, DORotate, DOScale, DOColor, DOFade, DOShakePosition, DOShakeRotation, DOPath, DOPunchScale, DOJump, DOLocalMove, DOAnchorPos, DOSizeDelta, Sequence, Tweener, TweenerCo...
DOTween Free/Pro automation. Free skills probe install status, read/validate/configure DOTweenSettings, list modules and shortcut extension methods, and generate runtime tween / Sequence / lifetime-safe MonoBehaviour scripts. Pro skills (`dotween_pro_*`) add/configure/inspect `DG.Tweening.DOTweenAnimation` components on scene objects, including stagger/cascade entrance. Triggers: DOTween, DOTweenFree, DOTweenPro, DOTweenAnimation, DOTweenSettings, DG.Tweening, tween, Sequence, ease, easing, O...
Project-wide GraphicsSettings / QualitySettings / Always Included Shaders / shader stripping for SRP-era Unity projects. Use when users want to inspect graphics & quality overview, switch quality level, assign or clear the default / per-quality SRP asset, manage Always Included Shaders, or configure lightmap / fog / instancing shader stripping. Triggers (EN): Unity graphics settings, GraphicsSettings, QualitySettings, quality level, default render pipeline, SRP asset, Always Included Shaders,...
Undo/redo history management (Unity Editor native undo stack). Use when users want to undo or redo one or many steps, or get current undo group name. Triggers: history, undo, redo, undo steps, redo steps, undo history, revert, previous state, current undo group, 历史, 撤销, 重做, 多步撤销, 多步重做, 撤销历史, 上一步, 当前撤销组.
Unity Inspector design advisor. Use when users want better SerializeField usage, Tooltip/Header organization, validation, or cleaner Inspector UX. Triggers: Inspector, SerializeField, Tooltip, Header, Range, OnValidate, RequireComponent, CreateAssetMenu, Inspector design, show in Inspector, 检视面板, Inspector怎么设计, 序列化字段, 编辑器显示, 显示在Inspector.
Source-anchored design rules for Netcode for GameObjects 2.x. Load this before writing any NetworkBehaviour / RPC / NetworkVariable / Spawn code to avoid hallucinated APIs and lifecycle-ordering bugs. Triggers: netcode, NGO, NetworkManager, NetworkObject, NetworkBehaviour, NetworkVariable, NetworkList, NetworkSceneManager, NetworkPrefabsList, NetworkConfig, ServerRpc, ClientRpc, Rpc, SendTo, RpcTarget, RpcInvokePermission, INetworkSerializable, OnNetworkSpawn, OnNetworkDespawn, OnNetworkObjec...
Netcode for GameObjects (NGO 2.x) multiplayer automation. Create NetworkManager + UnityTransport, edit NetworkConfig (TickRate / ConnectionApproval / EnableSceneManagement / NetworkTopology / ClientSynchronizationMode), configure direct/Relay transport, attach NetworkObject / NetworkTransform / NetworkRigidbody(2D) / NetworkAnimator, manage NetworkPrefabsList + PlayerPrefab, generate NetworkBehaviour script templates, run Host/Server/Client lifecycle in PlayMode. Triggers: Unity netcode, com....
Unity Package Manager (UPM) operations and bundled helpers for Cinemachine / Splines. Use when users want to install, remove, refresh, search, or inspect packages, list dependencies, query versions, or run a one-call Cinemachine/Splines bootstrap. Triggers: package, packages, UPM, Package Manager, manifest, install, add, remove, uninstall, refresh, dependency, dependencies, version, versions, Cinemachine, Splines, TextMeshPro, 包, 包管理, Package Manager, UPM, 安装包, 移除包, 卸载, 依赖, 版本, 包依赖, 包清单.
Unity design pattern selector. Use when users want advice on ScriptableObject, events, state machines, object pools, observer, or other patterns. Triggers: design pattern, which pattern, ScriptableObject, event channel, observer, state machine, object pool, singleton, service locator, 设计模式, 用什么模式, 事件系统, 状态机, 对象池, 观察者模式, 该用什么模式.
Unity performance red-flag advisor. Use when users want performance review, code runs slow, frame drops, or need optimization guidance for Update, allocations, pooling, physics. Triggers: performance, optimize, slow, lag, frame drop, hot path, Update, allocation, pool, GC, profiler, 性能, 太慢了, 卡顿, 掉帧, 优化性能, 热路径, 内存分配, 对象池.