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/perception

Read-only scene, project and script analysis for AI context

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unity-skills
1.8k82 skills4 commands
Install
$ npx -y skills add Besty0728/Unity-Skills --skill perception --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/perception

Context preview

The summary Claude sees to decide when to auto-load this skill.

Read-only scene, project and script analysis for AI context

SKILL.md

perception.SKILL.md
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.

Triggers

  • Gathering context before editing
  • Understanding unfamiliar scene/project
  • Auditing structure without changes
  • 编辑前收集上下文、理解陌生场景或项目、在不改动的前提下审查结构

Unity Perception Skills

Use this module for read-only scene and project analysis.

Operating Mode

  • **Approval / Auto / Bypass**: 本模块 18 个 skill 里有 17 个标 `Mode = SkillMode.SemiAuto`,三档模式下直接执行无需 grant。其中 16 个是**纯读**(`ReadOnly = true`):`scene_analyze` / `scene_summarize` / `scene_health_check` / `scene_component_stats` / `scene_find_hotspots` / `scene_tag_layer_stats` / `scene_performance_hints` / `scene_diff` / `hierarchy_describe` / `scene_context` / `scene_spatial_query` / `scene_materials` / `scene_contract_validate` / `project_stack_detect` / `script_analyze` / `script_dependency_graph`。
  • **`scene_dependency_analyze` 是第 17 个 SemiAuto,但它不是纯读**:传 `savePath` 会 `Directory.CreateDirectory` + `File.WriteAllText` + `ImportAsset` 落一个新工程资产,所以它标 `MutatesAssets = true` 而**不再**标 `ReadOnly`。仍然无需 grant,但它会进 router 的 diff 捕获,schema/flags 里也会带 `mutatesAssets` —— 不传 `savePath` 时才真的什么都不写。
  • **特别说明**:`scene_export_report` 写 markdown 文件到磁盘(`Operation = Analyze | Execute`,标 `MutatesAssets = true`),因此**不是** SemiAuto——它走默认 `SkillMode.FullAuto`,Approval 模式下需要 grant 才能执行。
  • **本模块不含 Delete / PlayMode / Reload / RiskLevel=high 类 skill** —— 没有 `IsForbiddenInSemi` 拦截。

**DO NOT** (common hallucinations):

  • `perception_analyze`, `perception_scan`, and `perception_describe` do not exist
  • `scene_context` is not `editor_get_context`: it exports hierarchy/components/references, while editor context focuses on current editor state
  • `scene_analyze`, `scene_health_check`, `scene_contract_validate`, `scene_component_stats`, `scene_find_hotspots`, and `project_stack_detect` belong to this module even if the prefix looks like `scene_*` or `project_*`

**Routing**:

  • Current selection/play-mode/editor state -> `editor_get_context`
  • Object search by name/path -> `scene_find_objects` or `gameobject_find`
  • Script dependency closure -> `script_dependency_graph`

Skills

Scene Health and Summary

| 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 |

Scene Snapshots and Exports

| 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.

Project and Script Analysis

| 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?` |

Spatial and Material Queries

| 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?` |

High-Frequency Skill Differences

`scene_summarize` vs `scene_analyze` vs `scene_health_check`

| 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 |

`scene_context` vs `hierarchy_describ

Read more
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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+.

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Repo: Besty0728/Unity-Skills

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