addressables-design
Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Source-anchored design rules for QFramework v1.0.257 covering the four-layer architecture (Controller/System/Model/Utility), Command/Query/Event/BindableProperty core tools, and the CoreKit-family toolkits (UIKit/ResKit/ActionKit/PackageKit), distilled from QFramework.cs source
Claude Code
$ npx -y skills add Besty0728/Unity-Skills --skill qframework-design --agent claude-code
Codex
$ npx skills add Besty0728/Unity-Skills --skill qframework-design -a codex -y
Cursor
$ npx skills add Besty0728/Unity-Skills --skill qframework-design -a cursor -y
Gemini CLI
$ npx skills add Besty0728/Unity-Skills --skill qframework-design -a gemini-cli -y
GitHub Copilot
$ npx skills add Besty0728/Unity-Skills --skill qframework-design -a github-copilot -y
OpenCode
$ npx skills add Besty0728/Unity-Skills --skill qframework-design -a opencode -y
Windsurf
$ npx skills add Besty0728/Unity-Skills --skill qframework-design -a windsurf -y
name: unity-qframework-design description: Source-anchored design rules for QFramework v1.0.257 โ layers, CQRS, BindableProperty, UIKit/ResKit/ActionKit, pitfalls
Applies to QFramework v1.0.257. Advisory module: documentation only, no REST skills to gate, so load it under any operating mode.
Before writing or reviewing code, read the sub-doc that matches your task (see **Sub-doc routing** below). The full critical rule table, version scope and known gaps are in [RULES.md](./RULES.md). Every rule cites a file/line anchor; when sources disagree, `QFramework.cs` wins over the tutorial.
| Sub-doc | Read when | |---------|-----------| | [LAYERS.md](./LAYERS.md) | Four-layer interfaces and responsibilities, general rules and how to relax them, shared-data criteria, Command interception, `Architecture<T>` lifecycle (`InitArchitecture` / `Deinit`) | | [BINDABLE_QUERY.md](./BINDABLE_QUERY.md) | `BindableProperty` (Comparer, RegisterWithInitValue), `BindableList` / `BindableDictionary`, Query and CQRS usage | | [EVENT_TOOLS.md](./EVENT_TOOLS.md) | `TypeEventSystem`, the `EasyEvent` family, core `IOCContainer` vs Toolkits `IOCKit`, unregister patterns (`UnRegisterWhenGameObjectDestroyed` / `UnRegisterWhenCurrentSceneUnloaded` / `IUnRegisterList`) | | [CODEGEN_UIKIT.md](./CODEGEN_UIKIT.md) | CodeGenKit two-phase generation (Designer overwrite rules, namespace migration, ScriptsFolder without fallback, ViewController nesting, OtherBinds) and the UIKit panel workflow (open/close, lifecycle, Apply with the wrong UIRoot, UIKitSettingData) | | [RESKIT.md](./RESKIT.md) | ResKit asset strategy: AssetBundle mark granularity, scene-exclusive bundles, simulate vs non-simulate mode, ResLoader reference counting, build output directory, Unity's official cross-bundle Prefab dependency bug | | [ACTIONKIT.md](./ACTIONKIT.md) | ActionKit chained sequences (Delay/Sequence/Parallel/Repeat/Condition), global lifecycle, TimeScale and scene switches; SingletonKit selection among six singleton types; AudioKit three channels and the **NullReferenceException when editor code touches Settings**; ScreenTransition | | [DATA_KITS.md](./DATA_KITS.md) | FSMKit (chained vs class mode), TableKit (joint queries and its internal role), PoolKit (two pool semantics), GridKit / DynaGrid |
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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)
You MUST use this before any creative work - creating features, building components, adding functionality, modifying behavior, orโฆ
Ask which skill or flow fits your situation. A router over the skills in this repo.