addressables-design
Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Create, read and analyze C# scripts
$ npx -y skills add Besty0728/Unity-Skills --skill script --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/scriptContext preview
The summary Claude sees to decide when to auto-load this skill.
Create, read and analyze C# scripts
name: unity-script description: Create, read and analyze C# scripts
> **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.
> **BATCH-FIRST**: Use `script_create_batch` when creating 2+ scripts. > **DESIGN-FIRST**: Before creating gameplay scripts, actively consider coupling, performance, and maintainability. In an existing project, load `../project-scout/SKILL.md` first. If the user is asking for architecture or refactoring advice, load `../architecture/SKILL.md` and then `../patterns/SKILL.md`, `../async/SKILL.md`, `../inspector/SKILL.md`, `../performance/SKILL.md`, `../script-roles/SKILL.md`, `../scene-contracts/SKILL.md`, `../testability/SKILL.md`, or `../scriptdesign/SKILL.md` as needed.
**DO NOT** (common hallucinations):
**Routing**:
| Single Object | Batch Version | Use Batch When | |---------------|---------------|----------------| | `script_create` | `script_create_batch` | Creating 2+ scripts |
**No batch needed**:
---
Create a C# script from template.
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | `scriptName` | string | Yes | - | Script class name | | `folder` | string | No | "Assets/Scripts" | Save folder | | `template` | string | No | "MonoBehaviour" | Template type | | `namespaceName` | string | No | null | Optional namespace | | `checkCompile` | bool | No | true | Check compilation after create | | `diagnosticLimit` | int | No | 20 | Max compile diagnostics |
**Templates**: MonoBehaviour, ScriptableObject, Editor, EditorWindow
**Returns**: `{success, status, path, jobId, className, namespaceName, designReminder, serverAvailability?}`
Poll the returned `jobId` (or call `script_get_compile_feedback`) to obtain compile diagnostics — they are not embedded in the synchronous response. `serverAvailability` carries the transient-unavailable hint when Unity is about to reload the script domain.
Create multiple scripts in one call.
**Returns**: `{success, totalItems, successCount, failCount, results: [{success, path, className}], compilation?}`
Before batch creation, decide whether each script should be:
unity_skills.call_skill("script_create_batch", items=[
{"scriptName": "PlayerController", "folder": "Assets/Scripts/Player", "template": "MonoBehaviour"},
{"scriptName": "EnemyAI", "folder": "Assets/Scripts/Enemy", "template": "MonoBehaviour"},
{"scriptName": "GameSettings", "folder": "Assets/Scripts/Data", "template": "ScriptableObject"}
])Read script content.
| Parameter | Type | Required | Description | |-----------|------|----------|-------------| | `scriptPath` | string | Yes | Script asset path |
**Returns**: `{path, lines, content}`
Delete a script.
| Parameter | Type | Required | Description | |-----------|------|----------|-------------| | `scriptPath` | string | Yes | Script to delete |
**Returns**: `{success, status, deleted, jobId, serverAvailability?}`
Search for patterns in scripts.
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | `pattern` | string | Yes | - | Search pattern | |
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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)