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/validation

Validate project and scene health plus cleanup

From plugin
unity-skills
1.9k83 skills4 commands

Claude Code

$ npx -y skills add Besty0728/Unity-Skills --skill validation --agent claude-code

SKILL.md

validation.SKILL.md
name: unity-validation
description: Validate project and scene health plus cleanup

> **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.

Triggers

  • Checking broken or missing references
  • Validating scene/project integrity
  • Cleaning up before a build
  • 检查断裂或丢失引用、校验场景/项目完整性、构建前清理

Unity Validation Skills

Maintain project health - find problems, clean up, and validate your Unity project.

Operating Mode

  • **Approval**: 只读分析 skill(`validate_scene` / `validate_find_missing_scripts` / `validate_find_unused_assets` / `validate_texture_sizes` / `validate_project_structure` / `validate_missing_references` / `validate_mesh_collider_convex` / `validate_shader_errors`,标 `SkillMode.SemiAuto`)直接执行;含 Delete 的 skill(`validate_cleanup_empty_folders` 标 `Analyze | Delete`、`validate_fix_missing_scripts` 标 `Execute | Delete`,默认 `SkillMode.FullAuto`)需用户 grant。
  • **Auto / Bypass**: 直接执行。
  • **本模块含 Delete 类高危 skill**:`validate_cleanup_empty_folders` / `validate_fix_missing_scripts` 一旦 `dryRun=false` 即真删;它们在 Approval / Auto 下被 `IsForbiddenInSemi` 自动拦截,**仅 Bypass 或 Allowlist 命中可执行**。**强烈建议先用 `dryRun=true` 预览**。

**DO NOT** (common hallucinations):

  • Validation skill routes use the `validate_*` prefix, not `validation_*`
  • `validation_run` / `validation_check` do not exist → use specific skills such as `validate_scene`, `validate_project_structure`, `validate_missing_references`
  • `validation_fix` does not exist → validation skills report issues; use other modules to fix them
  • `validation_clean` does not exist → use `cleaner` module for cleanup operations

**Routing**:

  • For unused/duplicate asset cleanup → use `cleaner` module
  • For missing script fix → `cleaner_fix_missing_scripts` (cleaner module)
  • For compile errors → `debug_check_compilation` (debug module)

Skills Overview

| Skill | Description | |-------|-------------| | `validate_scene` | Comprehensive scene validation | | `validate_find_missing_scripts` | Find objects with missing scripts | | `validate_fix_missing_scripts` | Remove missing script components | | `validate_cleanup_empty_folders` | Remove empty folders | | `validate_find_unused_assets` | Find potentially unused assets | | `validate_texture_sizes` | Check texture sizes | | `validate_project_structure` | Get project overview | | `validate_missing_references` | Find null/missing object references on components | | `validate_mesh_collider_convex` | Find non-convex MeshColliders | | `validate_shader_errors` | Find shaders with compilation errors |

Six more skills carry `SkillCategory.Validation` but are implemented and documented in the **`batch`** module, so `GET /skills/recommend?category=validation` returns them alongside the ten above. Their parameters live in [../batch/SKILL.md](../batch/SKILL.md); each is a preview that you commit with `batch_execute(confirmToken)`, except `batch_validate_scene_objects`, which is a plain read-only report.

| Skill | Description | |-------|-------------| | `batch_validate_scene_objects` | Analyze scene objects for missing scripts, missing references, duplicate names, and empty objects | | `batch_fix_missing_scripts` | Preview batch removal of missing scripts | | `batch_cleanup_temp_objects` | Preview deleting temporary helper objects by common temp-name patterns | | `batch_standardize_naming` | Preview standardizing names by trimming whitespace and normalizing separators | | `batch_set_render_layer` | Preview setting GameObject layers in batch | | `batch_replace_material` | Preview replacing materials in batch |

---

Skills

validate_scene

Comprehensive scene validation.

| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | `checkMissingScripts` | bool | No | true | Check for missing scripts | | `checkMissingPrefabs` | bool | No | true | Check for missing prefabs | | `checkDuplicateNames` | bool | No | true | Check duplicate names | | `checkEmptyGameObjects` | bool | No | false | Check empty GameObjects (no components) |

**Returns**: `{scene, totalIssues, summary: {errors, warnings, info}, issues: [{type, severity, gameObject, path, message, count}]}`

validate_find_missing_scripts

Find objects with missing script references.

| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | `searchInPrefabs` | bool | No | true | Also check prefab assets |

**Returns**: `{totalFound, objects: [{source, gameObject, path, missingCount, prefabPath?}]}` (`prefabPath` only present when `source="Prefab"`)

validate_fix_missing_scripts

Remove missing script components.

| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | `dryRun` | bool | No | true | Preview only, don't remove |

**Returns**: `{success, dryRun, fixedCount, message, objects: [{gameObject, path, missingCount}]}`

validate_cleanup_empty_folders

Remove empty folders from project.

| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | `rootPath` | string | No | "Assets" | Starting folder | | `dryRun` | bool | No | true | Preview only, don't delete |

**Returns**: `{ success, dryRun, emptyFolderCount, folders, message }`

validate_find_unused_assets

Find potentially unused assets.

| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | `assetType` | string | No | "Material" | Filter: Texture/Material/Prefab/etc | | `limit` | int | No | 100 | Max results |

**Returns**: `{ success, assetType, potentiallyUnusedCount, assets }`

validate_texture_sizes

Check for oversized textures.

| Param

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@besty0728
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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+.

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Questions about validation.

Which coding agents can use validation?
validation installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.