/yooasset
Automate YooAsset hot-update and asset bundles. 自动化 YooAsset 热更新与资源包。
$ npx -y skills add Besty0728/Unity-Skills --skill yooasset --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
- Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
- You can call itInvoke it directly when you want it.
- Slash command
/yooasset
Context preview
The summary Claude sees to decide when to auto-load this skill.
Automate YooAsset hot-update and asset bundles. 自动化 YooAsset 热更新与资源包。
SKILL.md
yooasset.SKILL.mdname: unity-yooasset
description: Automate YooAsset hot-update and asset bundles. 自动化 YooAsset 热更新与资源包。
Triggers
- Building or simulating YooAsset bundles
- Configuring collectors
- Validating hot-update assets
- 构建或模拟 YooAsset 资源包、配置 collector、校验热更资源
Unity YooAsset Skills
Editor-side automation for the YooAsset hot-update framework — build pipeline orchestration, Collector configuration CRUD, BuildReport analysis, PlayMode runtime validation, and companion YooAsset tools. Every skill wraps a concrete YooAsset Editor/runtime API path validated against 2.3.18 source. When the package is absent, every skill except `yooasset_check_installed` returns a `NoYooAsset()` error with install instructions.
> **Requires**: `com.tuyoogame.yooasset` **≥ 2.3.15**, Unity 2022.3+ (validated against 2.3.18). > **Strongly recommended**: before writing ANY YooAsset runtime code, load [yooasset-design](../yooasset-design/SKILL.md). PlayMode / parameter-class / handle-lifecycle pitfalls are strict, and only the advisory module surfaces them.
Guardrails
**Operating Mode** (v1.9 three-tier):
- **Approval** (default): query/list/read skills (`yooasset_check_installed`, `yooasset_get_default_paths`, `yooasset_get_build_settings`, `yooasset_list_collector_packages`, `yooasset_list_collector_rules`, `yooasset_list_assetart_scanners`, `yooasset_runtime_get_validation_result`, `yooasset_load_build_report`, `yooasset_list_report_bundles`, `yooasset_get_bundle_detail`, `yooasset_list_report_assets`, `yooasset_get_asset_detail`, `yooasset_get_dependency_graph`, `yooasset_compare_build_reports`, `yooasset_list_independ_assets`) run directly. Builders / Collector mutators / scanner runs / window-openers are FullAuto — on `MODE_RESTRICTED`, run the grant protocol.
- **Auto** / **Bypass**: SemiAuto and FullAuto run directly.
- Auto-forbidden in this module:
- `MayEnterPlayMode = true` → `yooasset_runtime_validate_package`, `yooasset_runtime_cleanup`
- `SkillOperation.Delete` → `yooasset_remove_collector_package`, `yooasset_remove_collector_group`, `yooasset_remove_collector`
Reachable only under Bypass mode or via a user-managed Allowlist entry; the grant flow returns `MODE_FORBIDDEN`. Note `yooasset_build_bundles` runs heavy disk I/O but has no Reload/PlayMode flag, so it stays grantable.
- When `com.tuyoogame.yooasset` is missing, every skill except `yooasset_check_installed` returns a `NoYooAsset()` error with install instructions.
**DO NOT** (common hallucinations):
- `yooasset_initialize` / `yooasset_load_asset` / `yooasset_create_downloader` — do NOT exist as general-purpose REST skills. Runtime APIs (`YooAssets.Initialize`, default-package `YooAssets.LoadAssetAsync`, `ResourcePackage.LoadAssetAsync`, `RequestPackageVersionAsync`, `CreateResourceDownloader`) belong in game code. Use [yooasset-design](../yooasset-design/SKILL.md) when writing runtime code.
- `yooasset_modify_group` / `yooasset_delete_collector` / `yooasset_open_scanner_window` — wrong names. Use the exact schema names below or query `GET /skills/schema?category=YooAsset`.
- `yooasset_install` — NOT a skill. Package install is a Package Manager user action.
- Do NOT pass `timeout` to `yooasset_build_bundles` — the property was removed in YooAsset 2.3.16. Runtime watchdog now lives on `CacheFileSystemParameters.DOWNLOAD_WATCH_DOG_TIME` (runtime concern, not a build parameter).
- Do NOT call `yooasset_build_bundles` while `EditorUserBuildSettings.isBuildingPlayer == true` — `BuildParameters.CheckBuildParameters` throws.
**Routing**:
- Collector configuration (packages, groups, collectors, rules) → this module.
- Actual bundle build + simulate + paths → this module.
- Build report analysis (bundle size, asset list/detail, dependency graph, report compare, orphan) → this module.
- Runtime validation in Editor PlayMode → `yooasset_runtime_validate_package` + polling/cleanup skills in this module.
- Runtime code generation/design (Initialize / Load / Download / Scene in game scripts) → write it yourself using [yooasset-design](../yooasset-design/SKILL.md).
- YooAsset companion windows and AssetArtScanner config/runs → this module.
- Version-policy decisions (2.x vs pre-2.3.15 manifest, `FindAssetType` on `IFilterRule`) → [yooasset-design/PITFALLS.md](../yooasset-design/PITFALLS.md).
Skills
Environment (1)
| Skill | Purpose | Key Parameters | |-------|---------|----------------| | `yooasset_check_installed` | Reflection probe — works even when the package is missing. Reports runtime assembly, package version, editor availability, and which of the 4 pipelines are present. | (none) |
Build pipeline (7)
| Skill | Purpose | Key Parameters | |-------|---------|----------------| | `yooasset_build_bundles` | Build bundles via `ScriptableBuildPipeline` or `RawFileBuildPipeline`. Writes to `<projectPath>/Bundles/<PackageName>/<Version>`. | `packageName`, `packageVersion="auto"`, `pipeline="ScriptableBuildPipeline"`, `buildTarget?`, `compression="LZ4"`, `fileNameStyle="HashName"`, `clearBuildCache=false`, `useAssetDependencyDB=true`, `verifyBuildingResult=true`, `replaceAssetPathWithAddress=false`, `stripUnityVersion=false`, `disableWriteTypeTree=false`, `trackSpriteAtlasDependencies=false`, `writeLinkXML=true`, `cacheServerHost=""`, `cacheServerPort=0`, `builtinShadersBundleName=""`, `monoScriptsBundleName=""`, `includePathInHash=false`, `buildinFileCopyOption="None"`, `buildinFileCopyParams=""`, `enableLog=true` | | `yooasset_simulate_build` | Run `AssetBundleSimulateBuilder.SimulateBuild` for an `EditorSimulateMode` package — virtual bundles only, no files written. | `packageName` | | `yooasset_get_default_paths` | Return `BuildOutputRoot` + `StreamingAssetsRoot` that YooAsset uses. | (none) | | `yooasset_get_build_settings` | Read persisted YooAsset AssetBundle Builder EditorPrefs for a package/pipeline. | `packageName`, `pipeline?` | | `yooasset_set_build_settings` | Persist AssetBundle Builder EditorPrefs for repeatab
Read more
name: unity-yooasset description: Automate YooAsset hot-update and asset bundles. 自动化 YooAsset 热更新与资源包。
Triggers
- Building or simulating YooAsset bundles
- Configuring collectors
- Validating hot-update assets
- 构建或模拟 YooAsset 资源包、配置 collector、校验热更资源
Unity YooAsset Skills
Editor-side automation for the YooAsset hot-update framework — build pipeline orchestration, Collector configuration CRUD, BuildReport analysis, PlayMode runtime validation, and companion YooAsset tools. Every skill wraps a concrete YooAsset Editor/runtime API path validated against 2.3.18 source. When the package is absent, every skill except `yooasset_check_installed` returns a `NoYooAsset()` error with install instructions.
> **Requires**: `com.tuyoogame.yooasset` **≥ 2.3.15**, Unity 2022.3+ (validated against 2.3.18). > **Strongly recommended**: before writing ANY YooAsset runtime code, load [yooasset-design](../yooasset-design/SKILL.md). PlayMode / parameter-class / handle-lifecycle pitfalls are strict, and only the advisory module surfaces them.
Guardrails
**Operating Mode** (v1.9 three-tier):
- **Approval** (default): query/list/read skills (`yooasset_check_installed`, `yooasset_get_default_paths`, `yooasset_get_build_settings`, `yooasset_list_collector_packages`, `yooasset_list_collector_rules`, `yooasset_list_assetart_scanners`, `yooasset_runtime_get_validation_result`, `yooasset_load_build_report`, `yooasset_list_report_bundles`, `yooasset_get_bundle_detail`, `yooasset_list_report_assets`, `yooasset_get_asset_detail`, `yooasset_get_dependency_graph`, `yooasset_compare_build_reports`, `yooasset_list_independ_assets`) run directly. Builders / Collector mutators / scanner runs / window-openers are FullAuto — on `MODE_RESTRICTED`, run the grant protocol.
- **Auto** / **Bypass**: SemiAuto and FullAuto run directly.
- Auto-forbidden in this module:
- `MayEnterPlayMode = true` → `yooasset_runtime_validate_package`, `yooasset_runtime_cleanup`
- `SkillOperation.Delete` → `yooasset_remove_collector_package`, `yooasset_remove_collector_group`, `yooasset_remove_collector`
Reachable only under Bypass mode or via a user-managed Allowlist entry; the grant flow returns `MODE_FORBIDDEN`. Note `yooasset_build_bundles` runs heavy disk I/O but has no Reload/PlayMode flag, so it stays grantable.
- When `com.tuyoogame.yooasset` is missing, every skill except `yooasset_check_installed` returns a `NoYooAsset()` error with install instructions.
**DO NOT** (common hallucinations):
- `yooasset_initialize` / `yooasset_load_asset` / `yooasset_create_downloader` — do NOT exist as general-purpose REST skills. Runtime APIs (`YooAssets.Initialize`, default-package `YooAssets.LoadAssetAsync`, `ResourcePackage.LoadAssetAsync`, `RequestPackageVersionAsync`, `CreateResourceDownloader`) belong in game code. Use [yooasset-design](../yooasset-design/SKILL.md) when writing runtime code.
- `yooasset_modify_group` / `yooasset_delete_collector` / `yooasset_open_scanner_window` — wrong names. Use the exact schema names below or query `GET /skills/schema?category=YooAsset`.
- `yooasset_install` — NOT a skill. Package install is a Package Manager user action.
- Do NOT pass `timeout` to `yooasset_build_bundles` — the property was removed in YooAsset 2.3.16. Runtime watchdog now lives on `CacheFileSystemParameters.DOWNLOAD_WATCH_DOG_TIME` (runtime concern, not a build parameter).
- Do NOT call `yooasset_build_bundles` while `EditorUserBuildSettings.isBuildingPlayer == true` — `BuildParameters.CheckBuildParameters` throws.
**Routing**:
- Collector configuration (packages, groups, collectors, rules) → this module.
- Actual bundle build + simulate + paths → this module.
- Build report analysis (bundle size, asset list/detail, dependency graph, report compare, orphan) → this module.
- Runtime validation in Editor PlayMode → `yooasset_runtime_validate_package` + polling/cleanup skills in this module.
- Runtime code generation/design (Initialize / Load / Download / Scene in game scripts) → write it yourself using [yooasset-design](../yooasset-design/SKILL.md).
- YooAsset companion windows and AssetArtScanner config/runs → this module.
- Version-policy decisions (2.x vs pre-2.3.15 manifest, `FindAssetType` on `IFilterRule`) → [yooasset-design/PITFALLS.md](../yooasset-design/PITFALLS.md).
Skills
Environment (1)
| Skill | Purpose | Key Parameters | |-------|---------|----------------| | `yooasset_check_installed` | Reflection probe — works even when the package is missing. Reports runtime assembly, package version, editor availability, and which of the 4 pipelines are present. | (none) |
Build pipeline (7)
| Skill | Purpose | Key Parameters | |-------|---------|----------------| | `yooasset_build_bundles` | Build bundles via `ScriptableBuildPipeline` or `RawFileBuildPipeline`. Writes to `<projectPath>/Bundles/<PackageName>/<Version>`. | `packageName`, `packageVersion="auto"`, `pipeline="ScriptableBuildPipeline"`, `buildTarget?`, `compression="LZ4"`, `fileNameStyle="HashName"`, `clearBuildCache=false`, `useAssetDependencyDB=true`, `verifyBuildingResult=true`, `replaceAssetPathWithAddress=false`, `stripUnityVersion=false`, `disableWriteTypeTree=false`, `trackSpriteAtlasDependencies=false`, `writeLinkXML=true`, `cacheServerHost=""`, `cacheServerPort=0`, `builtinShadersBundleName=""`, `monoScriptsBundleName=""`, `includePathInHash=false`, `buildinFileCopyOption="None"`, `buildinFileCopyParams=""`, `enableLog=true` | | `yooasset_simulate_build` | Run `AssetBundleSimulateBuilder.SimulateBuild` for an `EditorSimulateMode` package — virtual bundles only, no files written. | `packageName` | | `yooasset_get_default_paths` | Return `BuildOutputRoot` + `StreamingAssetsRoot` that YooAsset uses. | (none) | | `yooasset_get_build_settings` | Read persisted YooAsset AssetBundle Builder EditorPrefs for a package/pipeline. | `packageName`, `pipeline?` | | `yooasset_set_build_settings` | Persist AssetBundle Builder EditorPrefs for repeatab
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