Last-resort guidance for safely hand-editing Unity YAML
Scanned 9/2/2026
Install to Claude Code
npx -y skills add Besty0728/Unity-Skills --skill yaml-editing --agent claude-codeInstalls into .claude/skills of the current project.
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---
name: unity-yaml-editing
description: Last-resort guidance for safely hand-editing Unity YAML
---
> **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
- REST 无法触达时手编 YAML、修复 m_Script GUID 或断裂 fileID 引用、修复 .meta 文件或合并冲突
# YAML Editing - Safe Hand-Edit Rules
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:
1. **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.
2. **.meta files** — no REST skill touches `.meta`; GUID and importer fields live only in text.
3. **Hidden ProjectSettings fields** — many `ProjectSettings/*.asset` fields have no public API or REST surface.
4. **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, ...).
- **Serialized reference**: a cross-object/asset reference is `{fileID: N, guid: H, type: T}`. `guid` is omitted for same-file references (`{fileID: N}`).
- **`m_Script`**: a MonoBehaviour points at its script via `m_Script: {fileID: 11500000, guid: <scriptGUID>, type: 3}`. `fileID: 11500000` is the conventional MonoScript fileID; `guid` is the `.cs` file's GUID from its `.meta`; `type: 3` means the reference targets an asset on disk. A wrong `guid`/`fileID` here 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`/`fileID` unless 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`.
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