/project
Read Unity project metadata and package lists. 读取 Unity 项目元数据与包列表。
$ npx -y skills add Besty0728/Unity-Skills --skill project --agent claude-codeHow 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
/project
Context preview
The summary Claude sees to decide when to auto-load this skill.
Read Unity project metadata and package lists. 读取 Unity 项目元数据与包列表。
SKILL.md
project.SKILL.mdname: unity-project
description: Read Unity project metadata and package lists. 读取 Unity 项目元数据与包列表。
Triggers
- Checking Unity version
- Detecting render pipeline
- Listing installed shaders/packages
- 查看 Unity 版本、判断渲染管线、列出已装 shader/包
Project Skills
Project information and configuration.
Operating Mode
`build_player` 为 `RiskLevel=high` 的实际出包操作,仅 Bypass 或 Allowlist 放行后可执行;`project_add_tag` 默认 FullAuto。其余 8 个查询 skill 均为 SemiAuto 只读操作。
> Player Settings、Build Settings、Layer 通过本模块只读获取;如需编辑,请使用 `editor_execute_menu` 打开 `Edit/Project Settings...` 或 `File/Build Settings...`(菜单本身在 editor 模块为 SemiAuto,可直接执行)。
**DO NOT** (common hallucinations):
- `project_save` does not exist → use `scene_save` (scene module) or `editor_execute_menu` menuPath="File/Save"
- `project_settings` does not exist → use specific skills: `project_get_render_pipeline`, `project_get_build_settings`, etc.
- `project_set_resolution` / `project_set_player_settings` do not exist → Player Settings are read-only via `project_get_player_settings`; to edit, open Project Settings via `editor_execute_menu` with `Edit/Project Settings...`
- `project_create` does not exist → projects are created via Unity Hub, not REST API
**Routing**:
- For graphics / quality / SRP configuration → use the `graphics` module
- For Layer/Tag management → `project_add_tag` (this module); Layers are read-only via `project_get_layers` (edit via `editor_execute_menu` → `Edit/Project Settings...`)
- For inspecting build settings → `project_get_build_settings`; for producing a player → `build_player`
Skills
`project_get_info`
Get project information including render pipeline, Unity version, and settings. **Parameters:** None.
`project_get_render_pipeline`
Get current render pipeline type and recommended shaders. **Parameters:** None.
`project_list_shaders`
List all available shaders in the project. **Parameters:**
- `filter` (string, optional): Filter by name.
- `limit` (int, optional): Max results (default 50).
`project_get_build_settings`
Get build settings (platform, scenes).
**Parameters:** None.
**Returns:** `{ success, activeBuildTarget, buildTargetGroup, sceneCount, scenes }`
`build_player`
Build a player through `BuildPipeline.BuildPlayer` and return immediately with an asynchronous Job.
**Parameters:** `outputPath?`, `target?`, `scenes?`, `development=false`, `overwrite=false`. Output must remain inside the project and outside Unity-managed folders.
**Returns:** `{success, status:"accepted", jobId, kind, platform, outputPath, scenes}`. Poll `/jobs/{id}`; the final result contains the BuildReport summary.
`project_get_packages`
List installed UPM packages.
**Parameters:** None.
**Returns:** `{ success, manifest }`
`project_get_layers`
Get all Layer definitions.
**Parameters:** None.
**Returns:** `{ success, count, layers }`
`project_get_tags`
Get all Tag definitions.
**Parameters:** None.
**Returns:** `{ success, count, tags }`
`project_add_tag`
Add a custom Tag.
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | tagName | string | Yes | - | The tag name to add |
**Returns:** `{ success, tag }`
`project_get_player_settings`
Get Player Settings.
**Parameters:** None.
**Returns:** `{ success, productName, companyName, bundleVersion, defaultScreenWidth, defaultScreenHeight, fullscreen, apiCompatibility, scriptingBackend }`
---
Exact Signatures
Exact names, parameters, defaults, and returns are defined by `GET /skills/schema` or `unity_skills.get_skill_schema()`, not by this file.
Read more
name: unity-project description: Read Unity project metadata and package lists. 读取 Unity 项目元数据与包列表。
Triggers
- Checking Unity version
- Detecting render pipeline
- Listing installed shaders/packages
- 查看 Unity 版本、判断渲染管线、列出已装 shader/包
Project Skills
Project information and configuration.
Operating Mode
`build_player` 为 `RiskLevel=high` 的实际出包操作,仅 Bypass 或 Allowlist 放行后可执行;`project_add_tag` 默认 FullAuto。其余 8 个查询 skill 均为 SemiAuto 只读操作。
> Player Settings、Build Settings、Layer 通过本模块只读获取;如需编辑,请使用 `editor_execute_menu` 打开 `Edit/Project Settings...` 或 `File/Build Settings...`(菜单本身在 editor 模块为 SemiAuto,可直接执行)。
**DO NOT** (common hallucinations):
- `project_save` does not exist → use `scene_save` (scene module) or `editor_execute_menu` menuPath="File/Save"
- `project_settings` does not exist → use specific skills: `project_get_render_pipeline`, `project_get_build_settings`, etc.
- `project_set_resolution` / `project_set_player_settings` do not exist → Player Settings are read-only via `project_get_player_settings`; to edit, open Project Settings via `editor_execute_menu` with `Edit/Project Settings...`
- `project_create` does not exist → projects are created via Unity Hub, not REST API
**Routing**:
- For graphics / quality / SRP configuration → use the `graphics` module
- For Layer/Tag management → `project_add_tag` (this module); Layers are read-only via `project_get_layers` (edit via `editor_execute_menu` → `Edit/Project Settings...`)
- For inspecting build settings → `project_get_build_settings`; for producing a player → `build_player`
Skills
`project_get_info`
Get project information including render pipeline, Unity version, and settings. **Parameters:** None.
`project_get_render_pipeline`
Get current render pipeline type and recommended shaders. **Parameters:** None.
`project_list_shaders`
List all available shaders in the project. **Parameters:**
- `filter` (string, optional): Filter by name.
- `limit` (int, optional): Max results (default 50).
`project_get_build_settings`
Get build settings (platform, scenes).
**Parameters:** None.
**Returns:** `{ success, activeBuildTarget, buildTargetGroup, sceneCount, scenes }`
`build_player`
Build a player through `BuildPipeline.BuildPlayer` and return immediately with an asynchronous Job.
**Parameters:** `outputPath?`, `target?`, `scenes?`, `development=false`, `overwrite=false`. Output must remain inside the project and outside Unity-managed folders.
**Returns:** `{success, status:"accepted", jobId, kind, platform, outputPath, scenes}`. Poll `/jobs/{id}`; the final result contains the BuildReport summary.
`project_get_packages`
List installed UPM packages.
**Parameters:** None.
**Returns:** `{ success, manifest }`
`project_get_layers`
Get all Layer definitions.
**Parameters:** None.
**Returns:** `{ success, count, layers }`
`project_get_tags`
Get all Tag definitions.
**Parameters:** None.
**Returns:** `{ success, count, tags }`
`project_add_tag`
Add a custom Tag.
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | tagName | string | Yes | - | The tag name to add |
**Returns:** `{ success, tag }`
`project_get_player_settings`
Get Player Settings.
**Parameters:** None.
**Returns:** `{ success, productName, companyName, bundleVersion, defaultScreenWidth, defaultScreenHeight, fullscreen, apiCompatibility, scriptingBackend }`
---
Exact Signatures
Exact names, parameters, defaults, and returns are defined by `GET /skills/schema` or `unity_skills.get_skill_schema()`, not by this file.
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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