addressables-design
Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Optimize project assets and scenes
$ npx -y skills add Besty0728/Unity-Skills --skill optimization --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/optimizationContext preview
The summary Claude sees to decide when to auto-load this skill.
Optimize project assets and scenes
name: unity-optimization description: Optimize project assets and scenes
> **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.
Optimize project assets (Textures, Models).
**DO NOT** (common hallucinations):
**Routing**:
Optimize texture settings (maxSize, compression). Returns list of modified textures.
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | maxTextureSize | int | No | 2048 | Max texture size | | enableCrunch | bool | No | true | Enable crunch compression | | compressionQuality | int | No | 50 | Compression quality 0-100 | | filter | string | No | "" | Asset filter |
**Returns:** `{ success, count, message, modified }`
Set mesh compression for 3D models.
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | compressionLevel | string | No | "Medium" | Compression level: Off/Low/Medium/High | | filter | string | No | "" | Asset filter |
**Returns:** `{ success, count, compression, modified }`
Analyze scene for performance bottlenecks (high-poly meshes, excessive materials).
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | polyThreshold | int | No | 10000 | Triangle count threshold for high-poly warning | | materialThreshold | int | No | 5 | Material slot count threshold for excessive materials warning |
**Returns:** `{ success, totalRenderers, totalTriangles, totalMaterialSlots, issueCount, issues }`
Find assets exceeding a size threshold (in KB).
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | thresholdKB | int | No | 1024 | Size threshold in KB | | assetType | string | No | "" | Asset type filter (e.g. Texture2D, AudioClip) | | limit | int | No | 50 | Maximum number of results |
**Returns:** `{ success, threshold, count, assets }`
Set static flags on GameObjects. `flags` is comma-separated, drawn from `ContributeGI`, `OccluderStatic`, `OccludeeStatic`, `BatchingStatic`, `ReflectionProbeStatic`, plus the two deprecated members `NavigationStatic` and `OffMeshLinkGeneration`.
> **`Everything` means the five non-deprecated flags, not literally everything.** `StaticEditorFlags` declares neither `Everything` nor `Nothing`, so both are aliases this API adds: `Nothing` clears all bits, and `Everything` is the OR of the members Unity's own Static dropdown still offers — numerically `87`, not the full `127`. `NavigationStatic` and `OffMeshLinkGeneration` are deprecated and excluded, so **name them explicitly if you want them**. Every listed part must resolve: one unknown name fails the whole call rather than silently applying the subset that parsed, and a raw number carrying bits outside the enum's declared mask (`"999"`) is rejected too.
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | name | string | No | null | GameObject name | | instanceId | int | No | 0 | GameObject instance ID | | path | string | No | null | GameObject hierarchy path | | flags | string | No | "Everything" | Comma-separated static flags, or the `Everything` / `Nothing` aliases (see above) | | includeChildren | bool | No | false | Apply to all children recursively |
**Returns:** `{ success, gameObject, flags, affectedCount }`
Get static flags of a GameObject.
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | name | string | No | null | GameObject name | | instanceId | int | No | 0 | GameObject instance ID | | path | string | No | null | GameObject hierarchy path |
**Returns:** `{ success, gameObject, flags, isStatic }`
Batch set audio compression. compressionFormat: PCM/Vorbis/ADPCM. loadType: DecompressOnLoad/CompressedInMemory/Streaming
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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)