addressables-design
Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Editor automation for QFramework (github.com/liangxiegame/QFramework) — architecture-layer code generation (Architecture/System/Model/Command/Utility/Query via ArchitectureCodeGenerator), ViewController and UIKit panel code generation bound to a GameObject/prefab, UIKit project
$ npx -y skills add Besty0728/Unity-Skills --skill qframework --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/qframeworkContext preview
The summary Claude sees to decide when to auto-load this skill.
Editor automation for QFramework (github.com/liangxiegame/QFramework) — architecture-layer code generation (Architecture/System/Model/Command/Utility/Query via ArchitectureCodeGenerator), ViewController and UIKit panel code generation bound to a GameObject/prefab, UIKit project
name: unity-qframework description: Editor automation for QFramework (github.com/liangxiegame/QFramework) — architecture-layer code generation (Architecture/System/Model/Command/Utility/Query via ArchitectureCodeGenerator), ViewController and UIKit panel code generation bound to a GameObject/prefab, UIKit project settings, ResKit AssetBundle marking/build/clear, ResKit SimulationMode and build options, runtime architecture scanning (IArchitecture/ISystem/IModel/ICommand/IQuery/IController), QFramework's built-in API-documentation-attribute query, and LocaleKit editor-locale / language-define configuration. QFramework has no UPM package — detection is reflection-only against whichever install form is present (Toolkits unitypackage or single-file QFramework.cs) — so every skill except qframework_get_status returns MISSING_PACKAGE when the required anchor type cannot be resolved.
> **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.
Editor-side automation for [QFramework](https://github.com/liangxiegame/QFramework) — architecture codegen, UIKit/ResKit tooling, LocaleKit configuration, and read-only architecture/API-doc scanning.
**QFramework has no UPM package.** It installs one of two ways: the **Toolkits** `unitypackage` (asmdef-based: `QFramework` / `QFramework.CoreKit` / `UIKit` / `UIKit.Editor` / `ResKit` / `ResKit.Editor` / `AudioKit`), or a **single-file** `QFramework.cs` dropped straight into `Assets/` (no asmdef, core architecture interfaces only, no Toolkits). This module holds zero direct references to either form — every call resolves through reflection against a fully-qualified type name, so the UnitySkills Editor assembly compiles identically regardless of what (if anything) is installed. `qframework_get_status` works in every state; every other skill returns `MISSING_PACKAGE` when its anchor type cannot be resolved.
> **Requires**: QFramework (no package id — install via the official `unitypackage` or `QFramework.cs`, API anchored to **v1.0.257**). > **Companion module**: [qframework-design](../qframework-design/SKILL.md) for architecture design rules (four-layer responsibilities, Command/Query/Event/BindableProperty usage, IOCContainer vs. Toolkits IOCKit) — advisory only, no REST skills, load it before writing or reviewing QFramework architecture code.
**Operating Mode** (three-tier):
This is stricter than a plain "write skill needs a grant" reading: the four codegen skills are not just gated behind a grant, they are unreachable under Approval **and** Auto — Bypass or Allowlist only.
**Two-phase code generation protocol.** `qframework_generate_view_controller_code` and `qframework_generate_ui_panel_code` write `.cs`/`.Designer.cs` files synchronously and return `pendingCompile: true` **before** compilation happens. The generated component is attached to the GameObject (view controller case) only later, by a `[DidReloadScripts]` callback that fires after the next domain reload. After calling either skill, poll compile status (`script_get_compile_feedback` / `debug_get_errors`) before re-inspecting the GameObject or prefab — a `503`/busy response from the service during that window is expected, not a failure. The two skills name their Designer-file output field differently — `expectedDesignerScriptPath` on the view-controller skill, `expectedDesignerPath` on the UI-panel skill — th
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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)