addressables-design
Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Read-only scene, project and script analysis for AI context
$ npx -y skills add Besty0728/Unity-Skills --skill perception --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/perceptionContext preview
The summary Claude sees to decide when to auto-load this skill.
Read-only scene, project and script analysis for AI context
name: unity-perception description: Read-only scene, project and script analysis for AI context
> **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.
Use this module for read-only scene and project analysis.
**DO NOT** (common hallucinations):
**Routing**:
| Skill | Use | Key parameters | |-------|-----|----------------| | `scene_analyze` | Combined scene + project analysis | `topComponentsLimit?`, `issueLimit?`, `deepHierarchyThreshold?`, `largeChildCountThreshold?` | | `scene_health_check` | Read-only health report | `issueLimit?`, `deepHierarchyThreshold?`, `largeChildCountThreshold?` | | `scene_summarize` | Structured scene summary | `includeComponentStats?`, `topComponentsLimit?` | | `scene_component_stats` | Component and facility stats | `topComponentsLimit?` | | `scene_find_hotspots` | Deep hierarchy / large group / empty node hotspots | thresholds + `maxResults?` | | `scene_tag_layer_stats` | Tag/layer usage | none | | `scene_performance_hints` | Prioritized optimization hints | none |
| Skill | Use | Key parameters | |-------|-----|----------------| | `scene_diff` | Capture or compare lightweight snapshots | `snapshotJson?` | | `hierarchy_describe` | Return text hierarchy tree | `maxDepth?`, `includeInactive?`, `maxItemsPerLevel?` | | `scene_context` | Export hierarchy, components, references | `maxDepth?`, `maxObjects?`, `rootPath?`, `includeValues?`, `includeReferences?`, `includeCodeDeps?` | | `scene_export_report` | Save markdown scene report | `savePath?`, `maxDepth?`, `maxObjects?` | | `scene_dependency_analyze` | Analyze impact / dependency graph in-scene | `targetPath?`, **`savePath?` — writes** |
> **`savePath` on `scene_dependency_analyze` is a write, not an output option.** Supplying it creates the directory, writes the markdown report and imports it as a project asset, which is why the skill is flagged `mutatesAssets` rather than `ReadOnly`. Omit `savePath` and you get the same analysis in the response (`analysis`, `markdown`) with nothing touched on disk — that is the form to use for a pure "what depends on this" question. Only pass `savePath` when the user actually asked for a file, and expect `savedTo` in the response naming it.
| Skill | Use | Key parameters | |-------|-----|----------------| | `project_stack_detect` | Detect pipeline, input, UI, packages, tests, folders | none | | `script_analyze` | Analyze one MonoBehaviour / ScriptableObject / user class by class name | `scriptName`, `includePrivate?` | | `script_dependency_graph` | N-hop dependency closure for one script class name | `scriptName`, `maxHops?`, `includeDetails?` |
| Skill | Use | Key parameters | |-------|-----|----------------| | `scene_spatial_query` | Find objects near a point or object | `x/y/z?`, `radius?`, `nearObject?`, `componentFilter?`, `maxResults?` | | `scene_materials` | Summarize scene materials and shaders | `includeProperties?` | | `scene_contract_validate` | Validate default roots/tags/layers/UI EventSystem conventions | `requiredRootsJson?`, `requiredTagsJson?`, `requiredLayersJson?`, `requireEventSystemForUi?` |
| Skill | Best for | Typical output focus | |-------|----------|----------------------| | `scene_summarize` | Fast overview | object counts, hierarchy depth, top components | | `scene_analyze` | Broad diagnosis | summary + findings + warnings + recommendations + next-skill hints | | `scene_health_check` | Hygiene / red flags | missing scripts, duplicate names, deep hierarchy, empty nodes, hotspot-style findings |
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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)