addressables-design
Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Manage GameObject components
Claude Code
$ npx -y skills add Besty0728/Unity-Skills --skill component --agent claude-code
Codex
$ npx skills add Besty0728/Unity-Skills --skill component -a codex -y
Cursor
$ npx skills add Besty0728/Unity-Skills --skill component -a cursor -y
Gemini CLI
$ npx skills add Besty0728/Unity-Skills --skill component -a gemini-cli -y
GitHub Copilot
$ npx skills add Besty0728/Unity-Skills --skill component -a github-copilot -y
OpenCode
$ npx skills add Besty0728/Unity-Skills --skill component -a opencode -y
Windsurf
$ npx skills add Besty0728/Unity-Skills --skill component -a windsurf -y
name: unity-component description: Manage GameObject components
Add, remove, copy, toggle and edit components. Parameters come from the schema (recommend `includeSchema=true` or `/skills/schema?names=`), which notes the non-obvious ones — never from a skill's name. Execution, dryRun and verification rules: root [SKILL.md](../../SKILL.md).
Invocation batches are non-atomic async jobs; details: [method calls](reference/component_invoke_method.md).
| Single | Batch | |---|---| | `component_add` | `component_add_batch` | | `component_get_methods` | `component_get_methods_batch` | | `component_invoke_method` | `component_invoke_method_batch` | | `component_remove` | `component_remove_batch` | | `component_set_property` | `component_set_property_batch` | | `component_set_serialized_property` | `component_set_serialized_property_batch` |
No batch: `component_list` (types and enabled state), `component_get_properties` (C# members and values), `component_get_serialized_properties` (Inspector paths), `component_copy`, `component_copy_exact` (verifies every serialized field), `component_set_enabled` (Behaviour/Renderer/Collider on or off — not `component_set_property`).
Per-skill tables, item fields and return shapes: `reference/<skill_name>.md` — rarely needed, the schema notes the parameters.
**DO NOT** (common hallucinations):
| Error | Trigger → fix | |---|---| | `TARGET_NOT_FOUND` | Object, component type, component on the object, member or asset missing → `component_list`, `component_get_properties`, `asset_find`, `gameobject_find`. | | `MISSING_PARAM` | e.g. `componentType`, `propertyName`, `propertyPath` → supply it; the error (or a dryRun) lists all parameters. | | `SEMANTIC_INVALID` | A `value` the target type rejects, `componentIndex` out of range, a component another one still requires (`requiredBy`: remove those first), or a failed batch item → fix per the message / `results`. | | `SKILL_ERROR` | Read-only property → pick a writable member. |
Transport codes (`COMPILING`, `RATE_LIMIT`, ...) → [error codes](../../references/protocol-error-codes.md).
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Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based)
You MUST use this before any creative work - creating features, building components, adding functionality, modifying behavior, or…
Ask which skill or flow fits your situation. A router over the skills in this repo.