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Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based)

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unity-skills
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Install
$ npx -y skills add Besty0728/Unity-Skills --skill addressables --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/addressables

Context preview

The summary Claude sees to decide when to auto-load this skill.

Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based)

SKILL.md

addressables.SKILL.md
name: unity-addressables
description: Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based)

> **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

  • Checking whether Addressables is installed and configured
  • Creating Addressables groups and adding assets to them
  • Switching the active Addressables profile
  • Building Addressables content
  • 检查 Addressables 是否安装与配置、创建资源组并添加资源、切换激活 Profile、构建 Addressables 内容

Unity Addressables Skills

Editor-side automation for [Addressables](https://docs.unity3d.com/Packages/com.unity.addressables@latest) — group CRUD, asset entry assignment, profile switching, and the content build. This is the **authoring** surface (the `AddressableAssetSettings` asset); runtime loading code is not a skill.

**This module holds zero direct references to the package.** Every call resolves through reflection against the `Unity.Addressables.Editor` assembly, so the UnitySkills Editor assembly compiles identically whether or not Addressables is installed — there is no scripting define to set and no recompile needed after installing.

> **Requires**: `com.unity.addressables` (API anchored to **2.x** Editor source; the 1.22.x API surface used here is identical). > **Companion modules**: [addressables-design](../addressables-design/SKILL.md) for the runtime loading contract and the 1.22.3 / 2.9.1 migration table, [yooasset](../yooasset/SKILL.md) if the project ships hot updates through YooAsset instead, [package](../package/SKILL.md) to install the package.

Guardrails

**Two independent preconditions.** Failing either returns a structured error, not a permission denial: 1. **Package installed.** Without it every skill except `addressables_check_installed` returns `errorCode: "MISSING_PACKAGE"` with `requiredPackage`, `docs` and install instructions. 2. **Settings asset created.** The package can be installed while `AddressableAssetSettings` does not yet exist. Every skill except `addressables_check_installed` then returns `errorCode: "TARGET_NOT_FOUND"` telling you to create it from **Window > Asset Management > Addressables > Groups**. There is deliberately no skill for this step — only the Groups window (or a human) can create the settings singleton.

**Always call `addressables_check_installed` first.** It is the only skill that works in both failure states, and its `installed` / `configured` pair tells you which precondition is missing.

**Operating Mode** (v1.9 three-tier):

  • **SemiAuto** — `addressables_check_installed`, `addressables_group_list`, `addressables_profile_get` run directly in all three modes without a grant.
  • **FullAuto** — `addressables_group_create`, `addressables_group_add_entry`, `addressables_profile_set`, `addressables_build` need a user grant under **Approval** (grant triggers one server-side execute returning the result); under **Auto** / **Bypass** they run directly with audit only.
  • **Auto-forbidden** (NeverInSemi, `SkillOperation.Delete`) — `addressables_group_delete` returns `MODE_FORBIDDEN` under Approval and Auto. Only **Bypass** or a user-managed **Allowlist** entry can run it; never attempt a grant for it.

**DO NOT** (these skills do NOT exist — do not invent them):

  • `addressables_group_remove_entry` / `addressables_entry_list` / `addressables_entry_set_address` — there is no entry-removal, entry-listing or address-rename skill. `addressables_group_list` reports only `entryCount` per group. Move an entry with `addressables_group_add_entry`; to inspect or remove individual entries use the Addressables Groups window.
  • `addressables_profile_create` / `addressables_profile_set_variable` — profiles can be selected but not created or edited here.
  • `addressables_group_set_schema` / `addressables_analyze` / `addressables_clean_build` — group schema editing, the Analyze rules and cache cleaning are not exposed.
  • `addressables_settings_create` — see precondition 2; the settings asset cannot be created from a skill.

**Routing**:

  • Addressables group / entry / profile authoring and content build → this module.
  • Runtime `Addressables.LoadAssetAsync` handle lifecycle, `AssetReference` usage, catalog updates → [addressables-design](../addressables-design/SKILL.md) (documentation only; write the code yourself).
  • Installing `com.unity.addressables` → `package_install` in [package](../package/SKILL.md).
  • Building the actual player → `build_player` (Project module) or [unity-cli](../unity-cli/SKILL.md).

Skills

Environment (1)

`addressables_check_installed`

Probe for the package and the settings asset. **The only skill that works without either.** Call it first. **Parameters:** None Returns `installed`, `configured`, `packageId`, and a `hint` naming the next action. When installed it adds `version` (from `PackageInfo.FindForAssembly`) and `settingsPath` (null when `configured` is false).

Groups (4)

`addressables_group_list`

List every group in the settings asset. **Parameters:** None Returns `count` plus `groups[]`, each entry carrying `name`, `guid`, `isDefault`, `readOnly` and `entryCount`. Use it to resolve a real group name before any group-scoped call.

`addressables_group_create`

Create a group with the standard `BundledAssetGroupSchema` + `ContentUpdateGroupSchema` pair. Not set as the default group and not read-only.

| Parameter | Type | Required | Description | |---|---|---|---| | `groupName` | string | Yes | Desired group name. Rejected when blank. |

Returns `groupName` (**the name that actually landed on disk**), `requestedName`, `renamed`, `guid`, and a `note` when the two differ. See Critical Rule 1 — this skill renames on collision instead of failing

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Repo: Besty0728/Unity-Skills

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