addressables-design
Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Create and configure Unity lights
$ npx -y skills add Besty0728/Unity-Skills --skill light --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/lightContext preview
The summary Claude sees to decide when to auto-load this skill.
Create and configure Unity lights
name: unity-light description: Create and configure Unity lights
> **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.
> **BATCH-FIRST**: Use `*_batch` skills when operating on 2+ lights.
**DO NOT** (common hallucinations):
**Routing**:
> **Object Targeting**: All single-object skills accept `name` (string) and `instanceId` (int, preferred). Provide at least one. `path` (hierarchy path) is also accepted where noted.
| Single Object | Batch Version | Use Batch When | |---------------|---------------|----------------| | `light_set_properties` | `light_set_properties_batch` | Configuring 2+ lights | | `light_set_enabled` | `light_set_enabled_batch` | Toggling 2+ lights |
**No batch needed**:
---
| Type | Description | Use Case | |------|-------------|----------| | `Directional` | Parallel rays, no position | Sun, moon | | `Point` | Omnidirectional from a point | Torches, bulbs | | `Spot` | Cone-shaped beam | Flashlights, spotlights | | `Area` | Rectangle/disc (baked only) | Windows, soft lights |
---
Create a new light.
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | `name` | string | No | "New Light" | Light name | | `lightType` | string | No | "Point" | Directional/Point/Spot/Area | | `x`, `y`, `z` | float | No | 0,3,0 | Position | | `r`, `g`, `b` | float | No | 1,1,1 | Color (0-1) | | `intensity` | float | No | 1 | Light intensity | | `range` | float | No | 10 | Range (Point/Spot) | | `spotAngle` | float | No | 30 | Cone angle (Spot only) | | `shadows` | string | No | "Soft" | `None` / `Hard` / `Soft` |
**Returns**: `{success, name, instanceId, lightType, position, color, intensity, shadows}`
Configure light properties. Every parameter is optional and omitted ones keep their current value.
| Parameter | Type | Required | Description | |-----------|------|----------|-------------| | `name` | string | No* | Light object name | | `instanceId` | int | No* | Instance ID (preferred) | | `path` | string | No* | Hierarchy path | | `r`, `g`, `b` | float | No | Color (0-1); each channel defaults to the light's current value | | `a` | float | No | Colour alpha (0-1) | | `intensity` | float | No | Light intensity | | `range` | float | No | Range (Point/Spot only) | | `spotAngle` | float | No | Cone angle (Spot only) | | `shadows` | string | No | `None` / `Hard` / `Soft` |
**Returns**: `{success, name, applied, skipped, lightType, color, intensity, range, spotAngle, shadows}` — `applied` lists the parameters that took effect, named exactly as you passed them (the colour channels appear individually as `r`, `g`, `b`, `a`, not lumped under `color`), and `skipped` the ones the light type cannot carry (a `range` on a Directional light, a `spotAngle` on anything but a Spot), each with the reason. A parameter in neither list was not supplied.
An unrecognised `shadows` value rejects the **whole call** with `SEMANTIC_INVALID` + `validValues` and applies nothing, so a typo can no longer leave a half-configured light behind.
Configure multiple lights. Each item accepts: `name`/`instanceId`/`path` (identifier) + `r`, `g`, `b`, `a`, `intensity`, `range`, `shadows` (all optional). A bad `shadows` value fails that item with `SEMANTIC_INVALID` + `validValues` and names the object in `target`; the other items still run. | Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | `items` | json string | Yes
REST API-based AI-driven Unity Editor Automation Engine Let AI control Unity scenes directly through Skills 🎉 We are now indexed by DeepWiki! Got questions? Check out the AI-generated docs → The current official maintenance baseline is Unity 2022.3+.
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)