addressables-design
Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Create and manipulate GameObjects
Claude Code
$ npx -y skills add Besty0728/Unity-Skills --skill gameobject --agent claude-code
Codex
$ npx skills add Besty0728/Unity-Skills --skill gameobject -a codex -y
Cursor
$ npx skills add Besty0728/Unity-Skills --skill gameobject -a cursor -y
Gemini CLI
$ npx skills add Besty0728/Unity-Skills --skill gameobject -a gemini-cli -y
GitHub Copilot
$ npx skills add Besty0728/Unity-Skills --skill gameobject -a github-copilot -y
OpenCode
$ npx skills add Besty0728/Unity-Skills --skill gameobject -a opencode -y
Windsurf
$ npx skills add Besty0728/Unity-Skills --skill gameobject -a windsurf -y
name: unity-gameobject description: Create and manipulate GameObjects
Create, find, parent and transform scene objects. 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).
Use `*_batch` for 2+ objects (one call instead of N).
| Single | Batch | |---|---| | `gameobject_create` | `gameobject_create_batch` | | `gameobject_delete` | `gameobject_delete_batch` | | `gameobject_duplicate` (sibling `<name>_Copy`) | `gameobject_duplicate_batch` | | `gameobject_rename` | `gameobject_rename_batch` | | `gameobject_set_transform` | `gameobject_set_transform_batch` | | `gameobject_set_active` | `gameobject_set_active_batch` | | `gameobject_set_parent` (no parent id = unparent) | `gameobject_set_parent_batch` | | - | `gameobject_set_layer_batch` | | - | `gameobject_set_tag_batch` | | `gameobject_set_sibling_index` (index clamped) | - |
Query (no batch): `gameobject_find` (name substring or regex, tag, layer, component; at most `limit` (50) objects, `truncated:true` + `totalMatched` report a cut), `gameobject_get_info` (transform, parent, children, components).
Per-skill tables, item fields and return shapes: `reference/<skill_name>.md` — rarely needed, the schema notes the parameters.
**DO NOT** (common hallucinations):
**Elsewhere**: components → `component_*` skills; material or colour → `material_*` skills; `scene_find_objects` (SemiAuto) also searches objects.
| Error | Fix | |---|---| | `TARGET_NOT_FOUND` (object, parent, child, layer) | Retry with a `candidates` entry's `path` / `entityId`, or locate it via `gameobject_find` / `scene_get_hierarchy`. | | `MISSING_PARAM` | Supply it (e.g. `newName`, `items`); the error (or a dryRun) lists all parameters. | | `SEMANTIC_INVALID` | Use an allowed value from the message (`primitiveType`, `space` local/world, a registered tag) or fix the failed `results` items. |
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.