addressables-design
Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Build Unity UI Toolkit (UITK) UIs
$ npx -y skills add Besty0728/Unity-Skills --skill uitoolkit --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/uitoolkitContext preview
The summary Claude sees to decide when to auto-load this skill.
Build Unity UI Toolkit (UITK) UIs
name: unity-uitoolkit description: Build Unity UI Toolkit (UITK) UIs
> **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.
Use this module for Unity UI Toolkit only: `UXML` for structure, `USS` for styling, `UIDocument` for scene attachment, and `PanelSettings` for runtime rendering.
> **Requires Unity 2022.3+**. Do not mix this module with `ui_*` UGUI/Canvas skills. > **Localization**: Match visible UI text to the user's language. Chinese conversation -> Chinese labels/placeholders/button text. USS class names and CSS variables stay English.
**DO NOT** (common hallucinations):
**Routing**:
| Skill | Use | Key parameters | |-------|-----|----------------| | `uitk_create_uss` | Create USS file | `savePath`, `content?` | | `uitk_create_uxml` | Create UXML file | `savePath`, `content?`, `ussPath?` | | `uitk_read_file` | Read USS/UXML content | `filePath` | | `uitk_write_file` | Overwrite USS/UXML content | `filePath` (**must end `.uss` or `.uxml`**), `content` | | `uitk_delete_file` | Delete USS/UXML file | `filePath` | | `uitk_find_files` | Search files by name/path | `type?`, `folder?`, `filter?`, `limit?` | | `uitk_create_batch` | Create 2+ files in one call | `items` |
> **`uitk_write_file` is not a general file writer.** `filePath` must end in `.uss` or `.uxml` (case-insensitive). Any other extension — including none at all — is rejected with `SEMANTIC_INVALID`, `validValues: [".uss", ".uxml"]` and a `relatedSkills` pointer to `script_create`. The check runs **before** the target directory is created, so a rejected call leaves no file and no stray folder behind. Do not reach for this to write a `.cs` file: use `script_create`, which correctly declares the domain reload that writing a script causes.
| Skill | Use | Key parameters | |-------|-----|----------------| | `uitk_create_document` | Create `UIDocument` GameObject | `name`, `uxmlPath?`, `panelSettingsPath?`, `sortOrder?`, `parentName?`/`parentInstanceId?`/`parentPath?` | | `uitk_set_document` | Change UIDocument asset bindings | `name`/`instanceId`, `uxmlPath?`, `panelSettingsPath?` | | `uitk_create_panel_settings` | Create PanelSettings asset | `savePath`, `scaleMode`, `referenceResolutionX/Y`, Unity 6 world-space options | | `uitk_get_panel_settings` | Read PanelSettings values | `assetPath` | | `uitk_set_panel_settings` | Update PanelSettings selectively | `assetPath`, changed fields only | | `uitk_list_documents` | List scene UIDocuments | none | | `uitk_inspect_document` | Inspect live VisualElement tree | `name`/`instanceId`/`path`, `depth` |
> **Version-gated `PanelSettings` parameters — rejected by name, never silently dropped.** On both `uitk_create_panel_settings` and `uitk_set_panel_settings`, `renderMode`, `f
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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)