Automate HybridCLR C# hot-update prebuild
Scanned 9/2/2026
Install to Claude Code
npx -y skills add Besty0728/Unity-Skills --skill hybridclr --agent claude-codeInstalls into .claude/skills of the current project.
Are you the author of Hybridclr?
Add the live security badge to your README — it updates automatically with every re-scan.
[](https://www.skillsdirectory.com/skills/besty0728-hybridclr)More formats (shields.io, HTML) on the badges page.
---
name: unity-hybridclr
description: Automate HybridCLR C# hot-update prebuild
---
> **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
- Configuring hot-update assemblies
- Compiling hot-update DLLs
- Generating AOTGenericReferences/link.xml
- Diagnosing HybridCLR setup
- Wiring output into YooAsset builds
- 配置热更程序集、编译热更 DLL、生成 AOTGenericReferences/link.xml、排查 HybridCLR 环境、把产物接进 YooAsset 打包链路
# Unity HybridCLR Skills
Editor-side automation for [HybridCLR](https://hybridclr.doc.code-philosophy.com/) — the zero-cost native C# hot-update solution for IL2CPP. Covers settings CRUD, installation probing, hot-update assembly compilation, the prebuild generation pipeline, and artifact staging for a YooAsset bundle build.
**This module holds zero direct references to the package.** Every call resolves through reflection against the `HybridCLR.Editor` assembly, so the UnitySkills Editor assembly compiles identically whether or not HybridCLR is installed — there is no scripting define to set and no recompile needed after installing.
> **Requires**: `com.code-philosophy.hybridclr` (API anchored to **8.12.0**), IL2CPP scripting backend, Unity 2019.4+ (2022.3+ recommended).
> **Companion modules**: [yooasset](../yooasset/SKILL.md) for shipping the compiled DLLs as bundles, [yooasset-design](../yooasset-design/SKILL.md) for the runtime loading contract, [asmdef](../asmdef/SKILL.md) for assembly-boundary design.
## Guardrails
**Operating Mode** (v1.9 three-tier):
- **Approval** (default): the seven read-only skills — `hybridclr_status`, `hybridclr_install_status`, `hybridclr_get_paths`, `hybridclr_settings_get`, `hybridclr_validate_setup`, `hybridclr_get_hotupdate_dlls`, `hybridclr_aot_generic_refs` — are `SemiAuto` and run directly. `hybridclr_settings_set` and `hybridclr_copy_hotupdate_dlls` are FullAuto: on `MODE_RESTRICTED`, run the grant protocol.
- **Auto-forbidden** (NeverInSemi, `RiskLevel="high"`): `hybridclr_compile_dlls`, `hybridclr_generate_all`, `hybridclr_generate_step`. Reachable only under Bypass mode or via a user-managed Allowlist entry; the grant flow returns `MODE_FORBIDDEN`. This is deliberate — all three block the Editor main thread for minutes.
- When the package is missing, every skill except `hybridclr_status` returns a `MISSING_PACKAGE` error with install instructions. When the package is present but a reflected member cannot be resolved (version drift), the skill returns `MISSING_PACKAGE` naming the exact member instead of throwing.
**DO NOT** (common hallucinations):
- `hybridclr_install` / `hybridclr_init` — do NOT exist. Installing il2cpp_plus clones two git repos and copies the entire editor il2cpp tree; it is a multi-minute network operation with no cancellation and is intentionally not a skill. Run it from **HybridCLR/Installer...** in the Editor, or via unity-cli (see Limitations). `hybridclr_install_status` only *reports* the state.
- `hybridclr_build_player` — NOT in this module. Building the player is `build_player` (Project module) or unity-cli. HybridCLR hooks the build via its own `IPreprocessBuildWithReport` processors; nothing extra is needed from this module.
- `hybridclr_load_metadata` / `hybridclr_load_assembly` — runtime APIs (`HybridCLR.RuntimeApi.LoadMetadataForAOTAssembly`, `System.Reflection.Assembly.Load`) belong in game code, not the Editor REST surface. Write them yourself.
- Do NOT call `hybridclr_generate_all` before every bundle rebuild — see the workflow section below. It is a **pre-player-build** step, not a per-hot-update step.
- Do NOT pass `extension=".dll"` to `hybridclr_copy_hotupdate_dlls`. Unity would treat the staged files as managed plugins and try to load them into the Editor domain; the skill rejects it.
**Routing**:
- HybridCLR settings, install probing, DLL compilation, generation pipeline, artifact staging → this module.
- Packing the staged DLLs into bundles, collector configuration, build reports → [yooasset](../yooasset/SKILL.md).
- Runtime hot-update loading code (`YooAssets.LoadAssetAsync` → `Assembly.Load` → `RuntimeApi.LoadMetadataForAOTAssembly`) → write it yourself using [yooasset-design](../yooasset-design/SKILL.md).
- Deciding which assemblies belong on the hot-update side → [asmdef](../asmdef/SKILL.md).
- Actual player build → `build_player` or [unity-cli](../unity-cli/SKILL.md).
## Skills
### Environment (3)
| Skill | Purpose | Key Parameters |
|-------|---------|----------------|
| `hybridclr_status` | Reflection probe — the ONLY skill that works without the package. Reports installation, package version, `enable`, scripting backend, hot-update + AOT-patch assembly lists, and which generated artifacts exist. **Call this first.** | (none) |
| `hybridclr_install_status` | il2cpp_plus local install state via `InstallerController`: whether libil2cpp is patched, installed vs package version, expected hybridclr / il2cpp_plus branches, Unity compatibility. | (none) |
| `hybridclr_get_paths` | Resolve every input/output path for a build target — HybridCLRData root, local il2cpp dir, hot-update DLL dir, stripped AOT dir, link.xml, AOTGenericReferences.cs. Use to wire outputs into a YooAsset collector. | `buildTarget?` |
### Settings (2)
| Skill | Purpose | Key Parameters |
|-------|---------|----------------|
| `hybridclr_settings_get` | Read every `HybridCLRSettings` field, plus the **resolved** assembly lists `SettingsUtil` derives from asmdef assets and raw names (this is what the pipeline actually uses). | (none) |
| `hybridclr_settings_set` | Write settings and persist to `ProjectSettings/HybridCLRSettings.asset`. Only the parameters you pass change; the full prior object is snapshotted for workflow undo. | `enable?`, `useGlobalIl2cpp?`, `hotUpdateAssemblies?`, `hotUpdateAssemblyDefinitions?`, `preserveHotUpdateAssemblies?`, `patchAOTAssemblies?`, `externalHotUpdateAssemblyDirs?`, `hotUpdateDllCompileOutputRootDir?`, `strippedAOTDllOutputRootDir?`, `outputLinkFile?`, `outputAOTGenericReferenceFile?`, `maxGenericReferenceIteration?`, `maxMethodBridgeGenericIteration?`, `hybridclrRepoURL?`, `il2cppPlusRepoURL?` |
### Diagnostics (1)
| Skill | Purpose | Key Parameters |
|-------|---------|----------------|
| `hybridclr_validate_setup` | Pre-flight check: package present, `enable`, IL2CPP backend, libil2cpp patched and version-matched, hot-update assemblies configured and resolvable, `patchAOTAssemblies` populated, link.xml / AOTGenericReferences.cs present, hot-update DLLs compiled. Returns categorised `errors` (blocking) and `warnings` (advisory), each with a concrete fix. | `buildTarget?` |
### Compile & generate (3) — blocking, high risk
| Skill | Purpose | Key Parameters |
|-------|---------|----------------|
| `hybridclr_compile_dlls` | `CompileDllCommand.CompileDll(target, developmentBuild)` — compile hot-update assemblies into `HybridCLRData/HotUpdateDlls/<target>`. Prior output is backed up for workflow undo. | `buildTarget?`, `developmentBuild=false` |
| `hybridclr_generate_all` | `PrebuildCommand.GenerateAll()` — the full pipeline for the **active** build target: compile_dll → il2cpp_def → link_xml → aot_dlls → method_bridge → aot_generic_reference. Rewrites C# under `Assets/`, so a domain reload follows. | (none) |
| `hybridclr_generate_step` | Run one pipeline step: `il2cpp_def`, `link_xml`, `aot_dlls`, `method_bridge`, `aot_generic_reference`, `clean_il2cpp_cache`. Assumes hot-update DLLs are already compiled. | `step`, `buildTarget?` |
### Artifacts (3)
| Skill | Purpose | Key Parameters |
|-------|---------|----------------|
| `hybridclr_get_hotupdate_dlls` | List compiled DLL artifacts with size + UTC timestamp, reconciled against the configured assembly list — surfaces `missing` and `unexpected` entries. | `buildTarget?` |
| `hybridclr_copy_hotupdate_dlls` | Stage compiled DLLs (optionally the stripped AOT DLLs too) into a directory under `Assets/`, renamed to an importable extension so a YooAsset collector can pack them. Destination files are backed up for workflow undo. | `destination`, `buildTarget?`, `extension=".bytes"`, `assemblies?`, `includeAotAssemblies=false`, `clearDestination=false` |
| `hybridclr_aot_generic_refs` | Read generated `AOTGenericReferences.cs` — timestamp, declared `PatchedAOTAssemblyList`, and an `inSync` comparison against `settings.patchAOTAssemblies` with `missingFromSettings` / `extraInSettings` diffs. | `includeContent=false` |
## HybridCLR × YooAsset workflow
The two modules split cleanly: **HybridCLR produces DLLs, YooAsset ships them.** The staging step in between is `hybridclr_copy_hotupdate_dlls`, which renames `.dll` → `.bytes` so Unity imports them as `TextAsset` (a bare `.dll` under `Assets/` would be treated as a managed plugin).
**One-time setup** (per project, and again after any AOT-side code change):
```python
u.call_skill("hybridclr_settings_set",
enable=True,
hotUpdateAssemblyDefinitions=["Assets/HotUpdate/HotUpdate.asmdef"])
u.call_skill("hybridclr_validate_setup") # fix every `errors` entry before continuing
u.call_skill("hybridclr_generate_all") # minutes; domain reload follows
refs = u.call_skill("hybridclr_aot_generic_refs")
u.call_skill("hybridclr_settings_set", patchAOTAssemblies=refs["patchedAOTAssemblyList"])
# then build the player normally (build_player / unity-cli)
```
**Iterative hot-update loop** (every time hot-update C# changes — no `generate_all`, no player rebuild):
```python
# 1. edit hot-update C# (script_* skills) — must live in a hotUpdateAssemblyDefinitions asmdef
# 2. compile
u.call_skill("hybridclr_compile_dlls", buildTarget="Android")
u.call_skill("hybridclr_get_hotupdate_dlls", buildTarget="Android") # verify `missing` is empty
# 3. stage into the YooAsset collector directory
u.call_skill("hybridclr_copy_hotupdate_dlls",
destination="Assets/HotUpdateDlls",
buildTarget="Android",
extension=".bytes",
includeAotAssemblies=True, # ships the stripped AOT metadata DLLs too
clearDestination=True)
# 4. pack (yooasset module) — the collector only needs adding once
u.call_skill("yooasset_add_collector",
packageName="DefaultPackage", groupName="HotUpdateCode",
collectPath="Assets/HotUpdateDlls",
addressRule="AddressByFileName", packRule="PackDirectory")
u.call_skill("yooasset_build_bundles",
packageName="DefaultPackage", buildTarget="Android", packageVersion="auto")
```
**Where the boundary sits**: runtime loading is game code you write, not a skill. Load the `.bytes` `TextAsset` through YooAsset, then `RuntimeApi.LoadMetadataForAOTAssembly(aotBytes, HomologousImageMode.SuperSet)` for each AOT metadata DLL **before** `Assembly.Load(hotUpdateBytes)`. Order matters. See [yooasset-design](../yooasset-design/SKILL.md) for the handle-lifecycle rules.
**When to re-run `generate_all`**: only when AOT-side code changes (anything outside the hot-update asmdefs), when you add/remove a hot-update assembly, or before shipping a new player build. Generic instantiations reachable only from new hot-update code also require it — that is what `AOTGenericReferences.cs` records.
## Critical Rules (must read)
1. **`hybridclr_status` is the only skill that works without the package.** Every other skill returns `MISSING_PACKAGE`. Unlike the YooAsset module there is no compile define — detection is pure reflection, so no recompile is needed after installing.
2. **`hybridclr_compile_dlls`, `hybridclr_generate_all` and `hybridclr_generate_step` block the Editor main thread.** UnitySkills runs all skills on the main thread through a single queue, so `/health` and `/jobs` also stall for the duration. Raise the client timeout to at least 10 minutes; a socket timeout does **not** cancel the operation.
3. **`generate_all` and `generate_step step="aot_dlls"` run a scripts-only `BuildPipeline.BuildPlayer` internally** into `HybridCLRData/StrippedAOTDllsTempProj/<target>`. Both refuse to start when `BuildPipeline.isBuildingPlayer` is true. The step temporarily flips `EditorUserBuildSettings.buildScriptsOnly` and the platform "export project" flags, restoring them in a `finally` — an Editor crash mid-step can leave them changed.
4. **`patchAOTAssemblies` must match the generated `PatchedAOTAssemblyList`.** Run `hybridclr_aot_generic_refs` after any generation and copy `missingFromSettings` into `hybridclr_settings_set(patchAOTAssemblies=[...])`. `inSync=false` means generic instantiations will throw at runtime. The generated list carries `.dll` suffixes and the setting does not; the skill compares on the stem, so pass either form.
5. **Array parameters replace, they do not merge.** `hybridclr_settings_set(hotUpdateAssemblies=["A"])` discards any previously configured names. Read with `hybridclr_settings_get` first and pass the full intended array.
6. **`HybridCLRSettings` is not an AssetDatabase asset.** It is a `ScriptableObject` serialized to `ProjectSettings/HybridCLRSettings.asset` via `InternalEditorUtility.SaveToSerializedFileAndForget`, so it will not appear in `asset_*` skills, and Unity's undo stack cannot revert the file — only the workflow snapshot can.
7. **Path fields use two different bases.** `outputLinkFile` and `outputAOTGenericReferenceFile` are relative to `Assets/`; `hotUpdateDllCompileOutputRootDir` and `strippedAOTDllOutputRootDir` are relative to the project directory. `hybridclr_get_paths` returns both the raw and absolute forms.
8. **The upstream field is misspelled `externalHotUpdateAssembliyDirs`.** The skill parameter is spelled correctly (`externalHotUpdateAssemblyDirs`) and maps to it; `hybridclr_settings_get` returns the upstream spelling under `settings`.
9. **Hot-update code must live in an asmdef listed in `hotUpdateAssemblyDefinitions`** (or a name in `hotUpdateAssemblies`). Code outside those assemblies is AOT and cannot be hot-updated — changing it requires a new player build.
10. **`hybridclr_validate_setup` distinguishes `errors` from `warnings`.** Errors block hot update entirely (no IL2CPP, libil2cpp unpatched, no hot-update assemblies). Warnings are staleness signals (DLLs not compiled yet, `patchAOTAssemblies` empty) that are normal early in setup.
## Limitations
- **No install skill.** `InstallerController.InstallDefaultHybridCLR()` is reachable by reflection but deliberately not exposed: it clones two git repos over the network and copies the editor's entire il2cpp tree, with no progress reporting or cancellation, and would hold the main-thread queue for the whole time. Use the **HybridCLR/Installer...** window, or unity-cli in batch mode.
- **Synchronous execution.** These operations are not `AsyncJobService` jobs — HybridCLR's commands are synchronous main-thread Unity APIs with no step boundaries to pump, so there is no `jobId` to poll. Treat them as long blocking calls.
- **Workflow undo is partial for generation.** `hybridclr_settings_set` restores fully. `hybridclr_compile_dlls` and `hybridclr_copy_hotupdate_dlls` restore the affected directory from a file backup under `Library/UnitySkills/HybridCLRBackups/`. `hybridclr_generate_all` and `hybridclr_generate_step` restore only the two Assets-side artifacts (`link.xml`, `AOTGenericReferences.cs`) plus the hot-update DLL directory — intermediates under `HybridCLRData/` and generated C++ under `LocalIl2CppData-*/` are rebuildable and deliberately out of scope. Re-run the pipeline rather than relying on undo for those.
- **Backups keep 5 generations per label.** Older undo steps for `compile_dlls` / `copy_hotupdate_dlls` degrade to "added files removed, previous files not restored". `Library/` is not version-controlled, so backups do not survive a Library wipe.
- **No control over build processors.** HybridCLR's `IPreprocessBuildWithReport` / `IPostprocessBuildWithReport` hooks (`CheckSettings`, `CopyStrippedAOTAssemblies`, `PatchScriptingAssemblyList`, the Xcode source injectors) run automatically during the player build and are not configurable from this module.
- **Version drift is reported, not guessed.** Reflection targets are anchored to 8.12.0. If a member cannot be resolved the skill returns `MISSING_PACKAGE` naming it, rather than silently doing nothing.
- **`hybridclr_aot_generic_refs` parses generated text, not IL.** `patchedAOTAssemblyList` is read exactly from the `PatchedAOTAssemblyList` initializer, but `genericTypeCount` counts comment lines in the generator's `// {{ AOT generic types` block and is an approximation. Pass `includeContent=true` when you need the file verbatim.
### unity-cli fallback
Every generation entry point is a `[MenuItem]`-annotated public static parameterless method, so anything this module cannot do is reachable through `-executeMethod` in batch mode:
| Menu | `-executeMethod` target |
|------|-------------------------|
| HybridCLR/Generate/All | `HybridCLR.Editor.Commands.PrebuildCommand.GenerateAll` |
| HybridCLR/CompileDll/ActiveBuildTarget | `HybridCLR.Editor.Commands.CompileDllCommand.CompileDllActiveBuildTarget` |
| HybridCLR/Generate/LinkXml | `HybridCLR.Editor.Commands.LinkGeneratorCommand.GenerateLinkXml` |
| HybridCLR/Generate/Il2CppDef | `HybridCLR.Editor.Commands.Il2CppDefGeneratorCommand.GenerateIl2CppDef` |
| HybridCLR/Generate/AOTDlls | `HybridCLR.Editor.Commands.StripAOTDllCommand.GenerateStripedAOTDlls` |
| HybridCLR/Generate/MethodBridgeAndReversePInvokeWrapper | `HybridCLR.Editor.Commands.MethodBridgeGeneratorCommand.GenerateMethodBridgeAndReversePInvokeWrapper` |
| HybridCLR/Generate/AOTGenericReference | `HybridCLR.Editor.Commands.AOTReferenceGeneratorCommand.CompileAndGenerateAOTGenericReference` |
Running these headless avoids the main-thread blocking problem entirely — see [unity-cli](../unity-cli/SKILL.md). Installation has no parameterless menu method; it must go through the Installer window.
## Reflection Anchors
Every skill resolves these against the `HybridCLR.Editor` assembly. Verified against hybridclr_unity 8.12.0 source.
| Skill | Reflected target |
|-------|------------------|
| `hybridclr_status` | `SettingsUtil.Enable`, `SettingsUtil.HotUpdateAssemblyNamesExcludePreserved`, `SettingsUtil.AOTAssemblyNames`, `Installer.InstallerController` |
| `hybridclr_install_status` | `Installer.InstallerController` — `HasInstalledHybridCLR()`, `PackageVersion`, `InstalledLibil2cppVersion`, `MajorVersion`, `GetCompatibleType()`, `GetCurrentUnityVersionMinCompatibleVersionStr()`, `HybridclrLocalVersion`, `Il2cppPlusLocalVersion`, `LocalVersionFile` |
| `hybridclr_get_paths` | `SettingsUtil.{ProjectDir, HybridCLRDataDir, LocalUnityDataDir, LocalIl2CppDir, GeneratedCppDir, HotUpdateDllsRootOutputDir}`, `GetHotUpdateDllsOutputDirByTarget(BuildTarget)`, `GetAssembliesPostIl2CppStripDir(BuildTarget)` |
| `hybridclr_settings_get` / `_set` | `Settings.HybridCLRSettings.Instance` public fields + `HybridCLRSettings.Save()`; resolved lists via `SettingsUtil.HotUpdateAssemblyNames{Exclude,Include}Preserved` and `HotUpdateAssemblyFilesIncludePreserved` |
| `hybridclr_compile_dlls` | `Commands.CompileDllCommand.CompileDll(BuildTarget, bool)` |
| `hybridclr_generate_all` | `Commands.PrebuildCommand.GenerateAll()` |
| `hybridclr_generate_step` | `Commands.Il2CppDefGeneratorCommand.GenerateIl2CppDef()`, `Commands.LinkGeneratorCommand.GenerateLinkXml(BuildTarget)`, `Commands.StripAOTDllCommand.GenerateStripedAOTDlls(BuildTarget)`, `Commands.MethodBridgeGeneratorCommand.GenerateMethodBridgeAndReversePInvokeWrapper(BuildTarget)` and `.CleanIl2CppBuildCache()`, `Commands.AOTReferenceGeneratorCommand.GenerateAOTGenericReference(BuildTarget)` |
| `hybridclr_get_hotupdate_dlls` / `_copy_hotupdate_dlls` | `SettingsUtil.GetHotUpdateDllsOutputDirByTarget`, `GetAssembliesPostIl2CppStripDir`, `HotUpdateAssemblyFilesIncludePreserved`, `AOTAssemblyNames` |
| `hybridclr_aot_generic_refs` | `HybridCLRSettings.outputAOTGenericReferenceFile`; output shape from `AOT.GenericReferenceWriter.Write` |
Note `SettingsUtil.HotUpdateAssemblyNamesIncludePreserved` **throws** when a name appears in both `hotUpdateAssemblies` and `preserveHotUpdateAssemblies`. The skills catch it and surface the message in `resolveErrors` / `hotUpdateAssemblyResolveError` rather than failing the call.
## Version Scope
- **Target**: `com.code-philosophy.hybridclr` **8.12.0**. All type names, member names and signatures above are taken from that Editor source.
- **Minimum Unity**: HybridCLR itself supports 2019.4.0+ / 2020.3.0+ / 2021.3.0+ / 2022.3.0+ / 2023.2.0+ / 6000.0.0+ (6000.3.0+ on the 6000.3 branch); `hybridclr_install_status` reports the exact minimum for the running editor. This Skill module is verified against Unity 2022.3 and 6000.3.
- **IL2CPP only.** Mono builds cannot use HybridCLR; `hybridclr_validate_setup` reports this as a blocking error.
- Older/newer package versions still work for anything whose members resolve; unresolved members are reported by name, not silently skipped.
## Exact Signatures
For authoritative parameter names, defaults, and return fields, query `GET /skills/schema?category=HybridCLR` or `unity_skills.get_skill_schema()`. This document is a routing / best-practice guide, not the signature source.
Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.
No comments yet. Be the first to comment!