
Claude Skills by Besty0728
github.com/Besty0728Modern SRP post-processing effects on URP / HDRP VolumeProfiles (built on top of the Volume framework). Use when users want to add / remove / inspect or tune Bloom, Depth Of Field, Tonemapping, Vignette, Color Adjustments, or any modern PP effect override on a VolumeProfile. Do NOT use for the legacy PPv2 stack (`com.unity.postprocessing`). Triggers (EN): post-processing, modern post-processing, Bloom, Depth Of Field, DOF, Tonemapping, Vignette, Color Adjustments, color grading, post effect, ...
ProBuilder editable mesh modeling for blockout and level geometry. Use when users want to create ProBuilder shapes, extrude faces, bevel edges, subdivide meshes, weld/move vertices, paint per-face materials, or run procedural mesh operations. Triggers: ProBuilder, ProBuilderMesh, mesh modeling, blockout, level geometry, shape, face, edge, vertex, extrude, bevel, chamfer, subdivide, weld, merge, bridge, flip normals, conform normals, project UV, 3D 建模, 建模, 拉伸, 挤出, 倒角, 细分, 焊接, 法线, 面, 边, 顶点, 关卡白...
Unity project reconnaissance advisor. Load this FIRST in existing projects before proposing architecture changes — inspects Unity version, packages, asmdefs, folders, coding patterns. Triggers: inspect project, scout project, project baseline, analyze project, what does this project use, existing codebase, 项目分析, 项目结构, 看看项目, 分析项目, 现有架构, 项目用了什么.
Scene composition contract advisor for Unity. Use when users want to define required scene objects, component dependencies, bootstrap logic, or reference wiring rules. Triggers: scene contract, bootstrap, required references, scene wiring, scene dependencies, what must be in the scene, 场景契约, 场景装配, 场景依赖, 场景里必须有什么, 引用怎么连.
Script role planner for Unity. Use when users want to decide class responsibilities — which should be MonoBehaviour, ScriptableObject, pure C# service, or installer. Triggers: script roles, class roles, what should be MonoBehaviour, service class, presenter, installer, responsibility, 脚本职责, 类的职责, 用MonoBehaviour还是纯C#, 怎么分类, 职责划分.
ScriptableObject management. Use when users want to create, read, modify, delete, duplicate, find ScriptableObject assets, list available types, or import/export JSON. Triggers: scriptableobject, SO, data asset, config asset, settings asset, create SO, read SO, set field, delete SO, duplicate SO, find SO, list SO types, export SO to JSON, import JSON to SO, 数据资产, 数据资源, 配置文件, 配置资产, 创建 SO, 读取 SO, 设置字段, 删除 SO, 复制 SO, 查找 SO, SO 类型, JSON 导出, JSON 导入.
Script quality advisor for Unity gameplay code. Use when users want code review, reduce coupling, improve maintainability, or refactor scripts. Triggers: code review, coupling, maintainability, refactor, clean code, script quality, review my code, code smell, 代码审查, 代码质量, 重构, 低耦合, 可维护, 看看代码, 代码有问题.
Source-anchored Shader Graph design rules for Unity 2022.3 / ShaderGraph 14 and Unity 6 current Graphics. Load before proposing graph structure, node chains, SubGraph boundaries, keyword strategy, property/blackboard layout, or ShaderGraph editing plans. Triggers: ShaderGraph, Shader Graph, shadergraph design, shadergraph architecture, shadergraph recipe, shadergraph pitfalls, shadergraph review, SubGraph, Master Stack, Blackboard, Keyword, Boolean Keyword, Enum Keyword, Material Keyword, Sha...
Shader Graph asset creation, structure inspection, constrained blackboard editing, and constrained node-subset editing for `.shadergraph` / `.shadersubgraph`. Use when users want to create graphs, inspect real node/slot structure, edit properties or keywords, or perform safe low-level node operations. Triggers: Shader Graph, shadergraph, sub graph, blackboard property, shader keyword, node editing, slot connect, 着色图, 子图, ShaderGraph 属性, ShaderGraph 节点, ShaderGraph 连线.
Unity Test Runner async operations — run / discover / list / cancel tests, poll job results, create EditMode/PlayMode test templates, list categories, run skills smoke regression. All run/discover skills are job-based: they return jobId immediately and you poll with test_get_result / test_discover_get_result. Triggers: test, unit test, automated test, integration test, test runner, NUnit, EditMode, PlayMode, edit mode test, play mode test, run tests, run all tests, run by name, run by categor...
Unity testability advisor. Use when users want to improve testability, isolate logic from MonoBehaviour, or plan EditMode/PlayMode tests. Triggers: testability, unit test, how to test, write tests, editmode test, playmode test, isolate logic, mock, 怎么测试, 写测试, 可测试, 测试性, 单元测试, 逻辑分离.
UI Toolkit (UITK) for Unity — create/edit USS stylesheets and UXML layouts, configure UIDocument + PanelSettings in scenes, generate EditorWindow / runtime UI scaffolds. This is the UXML/USS/VisualElement system; for Canvas-based UGUI use the `ui` module. Triggers: UI Toolkit, UITK, UXML, USS, UIDocument, PanelSettings, VisualElement, stylesheet, design token, CSS variable, flex, flexbox, flex-direction, runtime UI, EditorWindow UI, ScaleWithScreenSize, ConstantPixelSize, scaleMode, 界面工具包, UI...
Source-anchored design rules for Cysharp UniTask 2.5.10 (Unity 2018.4+). Load before writing any async UniTask / UniTaskVoid / PlayerLoopTiming / CancellationToken / WhenAll / ToUniTask code to avoid double-await crashes, forgotten .Forget(), wrong PlayerLoopTiming choices, WebGL ThreadPool crashes, and handle leaks. Triggers: UniTask, UniTaskVoid, UniTaskCompletionSource, PlayerLoopTiming, async UniTask, Forget, WhenAll, WhenAny, UniTask.Yield, UniTask.Delay, UniTask.NextFrame, WaitForEndOfF...
Universal Render Pipeline (URP) asset & renderer feature management. Use when users want to inspect or modify the active URP asset (HDR, MSAA, render scale, shadows, camera depth/opaque texture), list renderer data assets, list / add / remove / toggle built-in renderer features such as SSAO, RenderObjects, Decal, FullScreenPass, ScreenSpaceReflection, SurfaceCacheGI. Triggers (EN): URP, Universal Render Pipeline, URP asset, URPAsset, UniversalRenderPipelineAsset, renderer data, ScriptableRend...
SRP Volume framework (VolumeProfile + Volume GameObject + VolumeComponent overrides) for URP / HDRP projects. Use when users want to create / load VolumeProfile assets, create global or local Volume GameObjects, add / remove / inspect VolumeComponent overrides, or set their parameters. For high-level effect helpers (Bloom, DOF, Vignette, Color Adjustments…) prefer the `postprocess` module. Triggers (EN): Volume, VolumeProfile, post-processing profile, VolumeComponent, override, parameter over...
XR Interaction Toolkit (XRI) skills for VR/AR development. Use when users want to set up XR rigs, add grab/socket/ray interactors, attach grab interactables, configure teleportation, continuous locomotion, snap/smooth turn, XR-aware Canvas/EventSystem, haptics, InteractionLayerMask, or diagnose XR scenes. Triggers: XR, XRI, XR Interaction Toolkit, VR, AR, XR Origin, XR Rig, XRRayInteractor, XRDirectInteractor, XRSocketInteractor, XRGrabInteractable, XRSimpleInteractable, TeleportationProvider...
Source-anchored design rules for YooAsset v2.3.18. Load this before writing any ResourcePackage / InitializeAsync / AssetHandle / Downloader / FileSystem / AssetBundleBuilder code to avoid hallucinated APIs, PlayMode-parameter mismatch, and Handle leaks. Triggers: YooAsset, YooAssets, ResourcePackage, AssetHandle, SubAssetsHandle, AllAssetsHandle, RawFileHandle, SceneHandle, InitializeAsync, EPlayMode, EditorSimulateMode, OfflinePlayMode, HostPlayMode, WebPlayMode, CustomPlayMode, RequestPack...
YooAsset hot-update / asset bundle automation. Build bundles via ScriptableBuildPipeline or RawFileBuildPipeline, run Editor simulate builds, manage AssetBundleCollector package/group/collector settings, analyze BuildReport .report files at bundle/asset/dependency-graph level, run PlayMode runtime validation jobs, and open/use YooAsset Reporter/Debugger/AssetArtScanner tools. Triggers: yooasset, YooAsset, AssetBundleBuilder, AssetBundleCollector, BuildReport, ResourcePackage, ScriptableBuildP...
Automate the Unity Editor through a local REST API — create and edit scripts, build scenes and prefabs, manage assets/materials/lighting, run tests, and drive hundreds of Editor operations across modules. Use when the user wants to actually operate the Unity Editor from chat — create or modify GameObjects/scripts/scenes/assets, batch-edit, or run Editor automation — in any language. Not needed for conceptual Unity Q&A that touches no Editor state — read the matching advisory doc under skills/...
Index of all Unity Skills modules with per-module mode labels (SA/FA/Mixed). Use to find which module covers a task before loading its doc.
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based)
Drive Unity Behavior behavior graphs and blackboard variables
Automate HybridCLR C# hot-update prebuild
Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.
Manually create GameObjects, organize the Hierarchy, and adjust Transforms using Unity Editor UI. For clicks-and-drag workflows that do not need REST automation.
Manually create and edit Materials and assign them to objects using Unity Editor UI. For one-off material tweaks that do not need REST automation.
Manually navigate, save, and manage scenes using Unity Editor UI. For simple Scene view workflows that do not need REST automation.
Doc-anchored design rules for PICO Unity Integration SDK v3.4.0 — XR/MR/platform services, version diffs 2.x-3.4, hallucination shields
Source-anchored design rules for PrimeTween 1.4.6
Inspect PrimeTween Free and generate runtime tween scripts
Source-anchored design rules for QFramework v1.0.257 covering the four-layer architecture (Controller/System/Model/Utility), Command/Query/Event/BindableProperty core tools, and the CoreKit-family toolkits (UIKit/ResKit/ActionKit/PackageKit), distilled from QFramework.cs source and the official Doc.md tutorial with every rule citing a file/line anchor to guard against stale-memory hallucination.
Editor automation for QFramework (github.com/liangxiegame/QFramework) — architecture-layer code generation (Architecture/System/Model/Command/Utility/Query via ArchitectureCodeGenerator), ViewController and UIKit panel code generation bound to a GameObject/prefab, UIKit project settings, ResKit AssetBundle marking/build/clear, ResKit SimulationMode and build options, runtime architecture scanning (IArchitecture/ISystem/IModel/ICommand/IQuery/IController), QFramework's built-in API-documentati...
Guide for using the experimental Unity CLI with bound UnitySkills projects
Last-resort guidance for safely hand-editing Unity YAML
This skill should be used when the user wants to dispatch / delegate / send a coding task to the sub-agy backend for asynchronous execution. Triggers on: "派发", "dispatch", "delegate", "派给 agy", "antigravity", "agy", "把任务交给 agy", "后台执行代码任务", "异步执行计划". It writes raw task text to the inbox, runs `sub-agy run`, then blocks with `sub-agy watch` and transitions to harvest.
This skill should be used when sub-agy jobs have reached a terminal state and need to be harvested, reviewed, and accepted/rejected. Triggers on: "收割", "harvest", "验收", "acceptance", "review results", "检查结果", "作业结果", "sub-agy 结果", "job status done error". It runs status --all, fetches result.json, inspects diffs, summarizes, and either feedbacks or recommends merge.
This skill provides the runtime contract, state machine, result schema, exit codes, and hard rules for the sub-agy asynchronous job execution backend. Triggers on: "sub-agy runtime", "作业状态机", "result.json", "exit code", "状态", "contract", "watch timeout", "transcript recovery", "no worktree". Reference this whenever precise CLI semantics, job lifecycle, or result interpretation are needed.
sub-agy 异步作业执行后端的运行时契约、状态机与铁律。触发词:作业状态机、result.json、exit code、状态、contract、watch timeout、transcript recovery。
sub-agy 异步作业执行后端的运行时契约、状态机与铁律