code-writing-guide
Provides coding guidelines for Unity projects. Make sure to use this skill whenever writing, creating, editing, or modifying code files. This includes…
Provides guidelines for directly editing Unity YAML-serialized asset files for Unity projects. Make sure to use this skill whenever creating, editing, or modifying simple YAML asset files (ScriptableObjects, Materials, etc.) via Edit/Write tools without going through the Unity
$ npx -y skills add nowsprinting/unity-coding-skills --skill unity-yaml-editing-guide --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/unity-yaml-editing-guideContext preview
The summary Claude sees to decide when to auto-load this skill.
Provides guidelines for directly editing Unity YAML-serialized asset files for Unity projects. Make sure to use this skill whenever creating, editing, or modifying simple YAML asset files (ScriptableObjects, Materials, etc.) via Edit/Write tools without going through the Unity
name: unity-yaml-editing-guide description: >- Provides guidelines for directly editing Unity YAML-serialized asset files for Unity projects. Make sure to use this skill whenever creating, editing, or modifying simple YAML asset files (ScriptableObjects, Materials, etc.) via Edit/Write tools without going through the Unity Editor. This includes adjusting ScriptableObject field values, modifying material shader properties, or any task that results in direct changes to allowlisted Unity YAML asset files. Even for small edits or one-line value changes, load this skill to ensure Unity asset-YAML conventions are followed. user-invocable: false license: Unlicense metadata: author: Koji Hasegawa
Guide for directly editing Unity YAML-serialized asset files for Unity projects.
| Type | Form | Example | |---|---|---| | bool | `0` / `1` | `m_Enabled: 1` | | int / enum | bare integer | `<Cost>k__BackingField: 1` | | float | plain decimal | `m_Glossiness: 0.5` | | ASCII string | unquoted | `m_Name: DryPrinciple` | | non-ASCII string | double-quoted, `\uXXXX` escapes | `"DRY原則"` | | Vector3 | flow mapping | `{x: 0, y: 0, z: 0}` | | Quaternion | flow mapping | `{x: 0, y: 0, z: 0, w: 1}` | | Color | flow mapping | `{r: 1, g: 1, b: 1, a: 1}` | | local ref | flow mapping | `{fileID: 11400000}` | | cross-file ref | flow mapping | `{fileID: 11400000, guid: <32-hex>, type: 2}` | | null ref | flow mapping | `{fileID: 0}` | | list of refs | block sequence with `- ` bullets | one `- {fileID: ...}` per line |
A Claude Code plugin for Unity development that enables coding agents to work autonomously through a test-first workflow — writing reliable, maintainable tests before production code, then iterating to completion without constant oversight.
Provides coding guidelines for Unity projects. Make sure to use this skill whenever writing, creating, editing, or modifying code files. This includes…
Creates and modifies Unity scene and prefab files. Use this skill whenever creating, editing, or modifying .unity scene files or .prefab prefab files. This…
Diagnoses and fixes bugs using a test-first workflow (reproduce, diagnose, fix). Use this skill whenever the user reports a bug, describes unexpected behavior,…
Orchestrates the test-first implementation planning workflow for feature implementation and spec changes. Use this skill whenever plan mode is active and the…
Reviews existing test code for conformance to the test-designing-guide and test-writing-guide, then applies the refinements. Use this skill when the user wants…
Resolves IDE diagnostics (inspections and analyzer findings) at the `warning` or higher severity level for a given set of files, then applies the solution's…