addressables-design
Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
AI-powered scene queries, layout and auto-binding. AI
$ npx -y skills add Besty0728/Unity-Skills --skill smart --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/smartContext preview
The summary Claude sees to decide when to auto-load this skill.
AI-powered scene queries, layout and auto-binding. AI
name: unity-smart description: AI-powered scene queries, layout and auto-binding. AI
> **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.
**DO NOT** (common hallucinations):
**Routing**:
Find objects based on component property values (SQL-like).
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | `componentName` | string | Yes | - | Component type (Light, Camera, MeshRenderer) | | `propertyName` | string | Yes | - | Property to query (intensity, enabled, etc.) | | `op` | string | No | "==" | ==, !=, >, <, >=, <=, contains | | `value` | string | No | null | Value to compare | | `limit` | int | No | 50 | Max results | | `query` | string | No | null | Unsupported shorthand; if provided alone returns a guidance error |
**Example**:
# Find all lights with intensity > 2
call_skill("smart_scene_query", componentName="Light", propertyName="intensity", op=">", value="2")---
Organize selected objects into a layout.
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | `layoutType` | string | No | "Linear" | Linear, Grid, Circle, Arc | | `axis` | string | No | "X" | X, Y, Z, -X, -Y, -Z | | `spacing` | float | No | 2.0 | Space between items (or radius) | | `columns` | int | No | 3 | For Grid layout | | `arcAngle` | float | No | 180 | For Arc layout (degrees) | | `lookAtCenter` | bool | No | false | Rotate to face center |
**Example**:
# Arrange selected objects in a circle
call_skill("smart_scene_layout", layoutType="Circle", spacing=5)---
Auto-fill a List/Array field with matching objects.
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | `targetName` | string | Yes | - | Target GameObject | | `componentName` | string | Yes | - | Component on target | | `fieldName` | string | Yes | - | Field to fill | | `sourceTag` | string | No | null | Find by tag | | `sourceName` | string | No | null | Find by name contains | | `appendMode` | bool | No | false | Append instead of replace |
**Example**:
# Fill GameManager.spawns with all SpawnPoint tagged objects
call_skill("smart_reference_bind", targetName="GameManager", componentName="GameController", fieldName="spawns", sourceTag="SpawnPoint")---
Find objects within a sphere/box region, optionally filtered by component.
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | `x` | float | Yes | - | Center X coordinate | | `y` | float | Yes | - | Center Y coordinate | | `z` | float | Yes | - | Center Z coordinate | | `radius` | float | No | 10 | Search sphere radius | | `componentFilter` | string | No | null | Only include objects with this component | | `limit` | int | No | 50 | Max results |
**Returns:** `{ success, count, center, radius, results }`
---
Raycast selected objects downward to align them to the ground. Requires objects selected in Hierarchy first.
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | `maxDistance` | float | No | 100 | Maximum raycast distance | | `alignRotation` | bool | No | false | Align rotation to surface normal |
**Returns:** `{ success, aligned, total }`
---
Evenly distribute selected objects between first and last positions. Requires at least 3 objects selected in Hierarchy first.
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | `axis` | string | No | "X" | X, Y, Z, -X, -Y, -Z |
**Returns:** `{ success, distributed, axis }`
---
Snap selected objects to a grid.
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | `gridSize` | float | No | 1 | Grid cell size |
**Returns:** `{ success, snapped, gridSize }`
---
Randomize position/rotation/scale of selected objects within ranges.
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | `posRange` | float | No | 0 | Position randomization range |
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+.
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)