addressables-design
Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Manage ScriptableObject assets
$ npx -y skills add Besty0728/Unity-Skills --skill scriptableobject --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/scriptableobjectContext preview
The summary Claude sees to decide when to auto-load this skill.
Manage ScriptableObject assets
name: unity-scriptableobject description: Manage ScriptableObject assets
> **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.
Create and manage ScriptableObject assets.
**DO NOT** (common hallucinations):
**Routing**:
Create a new ScriptableObject asset. **Parameters:**
Get properties of a ScriptableObject. **Parameters:**
Set a top-level public field/property on a ScriptableObject via reflection. For nested paths, arrays, object references or private `[SerializeField]` fields use `scriptableobject_set_serialized_property`. **Parameters:**
List available ScriptableObject types in the project. **Parameters:**
Duplicate a ScriptableObject asset. **Parameters:**
Set multiple fields on a ScriptableObject at once. fields: JSON object {fieldName: value, ...}
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | assetPath | string | Yes | - | Asset path of the ScriptableObject | | fields | string | Yes | - | JSON object with field-value pairs, e.g. `{"fieldName": "value", ...}` |
**Returns:** `{ success, fieldsSet }`
List Inspector serialized properties of a ScriptableObject asset — `propertyPath`, type, and current value for every serialized field, including private `[SerializeField]` and nested/array children. Use the returned `propertyPath` values with `scriptableobject_set_serialized_property`.
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | assetPath | string | Yes | - | Asset path of the ScriptableObject | | includeChildren | bool | No | `true` | Recurse into nested/array child properties | | limit | int | No | `200` | Maximum number of properties to return |
**Returns:** `{ success, path, typeName, properties: [{ propertyPath, name, displayName, propertyType, type, isArray, editable, value }] }`
Set a single Inspector serialized property by `propertyPath`. Works where `scriptableobject_set` cannot: nested fields, arrays/lists, `UnityEngine.Object` references, private `[SerializeField]` fields, gradients, animation curves, and `[Flags]` enums.
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | assetPath | string | Yes | - | Asset path of the target ScriptableObject | | propertyPath | string | Yes | - | Serialized property path (see syntax below); `speed` auto-falls back to `m_Speed` / `_speed` | | value | string | No | `null` | Value to set (format depends on property type) | | valueAssetPath | string | No | `null` | For ObjectReference properties: asset path of the asset to reference | | valueObjectType | string | No | `null` | Optional type filter for the referenced asset (e.g. `"Sprite"`, useful for sub-assets) |
**propertyPath syntax:**
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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)