#760 by GitHub stars

Unity-Technologies/skills

A collection of reusable skills for AI coding agents — prompts, slash commands, and tools built for Unity workflows

History

Review weekly changes to SKILL.md before updating. Dates mark the weeks in which we observed each version; checks apply to the recorded commits.

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skills/2d-pixel-perfect/SKILL.md

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skills/asset-transformer-toolkit/SKILL.md

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skills/audio-setup-mixers/SKILL.md

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skills/build-gtk/SKILL.md

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skills/build-live-game/SKILL.md

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skills/craft-game-floors/SKILL.md

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skills/create-2d-physics/SKILL.md

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skills/create-tile-palette-or-rule-tiles/SKILL.md

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skills/generate-editor-search-query/SKILL.md

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skills/implement-in-app-purchases/SKILL.md

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skills/initialize-ai-navigation/SKILL.md

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skills/levelplay-unity-integration/SKILL.md

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skills/localization/SKILL.md

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skills/manage-sprite-atlas/SKILL.md

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skills/migrate-birp-to-urp/SKILL.md

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skills/new-unity-project/SKILL.md

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skills/optimize-audio/SKILL.md

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skills/optimize-text-mesh-pro/SKILL.md

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skills/optimize-web/SKILL.md

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skills/physics-3d-collision/SKILL.md

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skills/project-auditor-fixes/SKILL.md

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skills/setup-multiplayer-services/SKILL.md

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skills/setup-vivox-voice-chat/SKILL.md

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skills/shader-graph-create-custom-node/SKILL.md

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skills/sprite-editor/SKILL.md

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skills/sprite-segment-3x3grid/SKILL.md

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skills/ui/SKILL.md

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skills/ui-imgui/SKILL.md

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skills/ui-ugui/SKILL.md

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skills/ui-uitk/SKILL.md

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skills/unity-cli/SKILL.md

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skills/unity-package-management/SKILL.md

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skills/unity-pipeline/SKILL.md

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skills/urp-postprocessing/SKILL.md

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skills/validate-urp-render-graph-renderer-feature/SKILL.md

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View on GitHubAdd to my skills

Verified commit 089bedebab64e9e75943b19a364c7aec2162a7e7

1.2kGitHub stars
31stars in 7 days
35skills in this repository
8commits in 30 days

Heat

7.2
  • Star growth, last 7 daysAhead of 93% of tracked repositories
  • Star growth, last 24 hoursAhead of 95% of tracked repositories
  • Rank movement, last 7 daysAhead of 55% of tracked repositories
  • Commits, last 30 daysAhead of 75% of tracked repositories
  • Accounts asking about it through MCP, last 7 daysNot available
  • Hot votes this weekAhead of 0% of tracked repositories

Heat never changes the order by stars, and sponsorship never touches it. How heat works

Stars over time

Aug 2, 2026Nov 6, 20261,219

Individual skills in this repository

How it works

2d-pixel-perfect

When your agent uses it

Sets up, diagnoses, and fixes pixel perfect 2D rendering with PixelPerfectCamera in URP or Built-in. Use when a retro-style or pixel art 2D game looks blurry, jittery, or misaligned. Not for HD 2D or high-resolution art.

What it loads into context

Frontmatter

68 tokens

Always available to the agent

SKILL.md

2,520 tokens

When the skill is activated

Reference documents

1,148 tokens

Loaded on request

Token counts are estimates. Scripts run separately; they are not counted as reference context.

The playbook

  1. ⚠ There Are Two Completely Separate Implementations
  2. When NOT to use this skill
  3. Critical Reminders
  4. Key Principles
  5. Diagnostic Checklist
  6. API Reference
  7. Reference Resolution
  8. Migration & Compatibility
  9. Common Issues & Solutions

Files

  • SKILL.mdcore9,982 bytes
  • references/api-reference.mddoc4,149 bytes
  • references/camera-setup-builtin.csasset1,726 bytes
  • references/camera-setup-urp.csasset2,350 bytes
  • references/pipeline-detection.csasset2,223 bytes
  • references/sprite-settings.csasset1,362 bytes

No excerpt is shown for this license. Read the source on GitHub.

View the complete source on GitHub

Skills included

  • 2d-pixel-perfect
  • asset-transformer-toolkit
  • audio-setup-mixers
  • build-gtk
  • build-live-game
  • craft-game-floors
  • create-2d-physics
  • create-tile-palette-or-rule-tiles
  • generate-editor-search-query
  • implement-in-app-purchases
  • initialize-ai-navigation
  • levelplay-unity-integration
  • localization
  • manage-sprite-atlas
  • migrate-birp-to-urp
  • new-unity-project
  • optimize-audio
  • optimize-text-mesh-pro
  • optimize-web
  • physics-3d-collision
  • project-auditor-fixes
  • setup-multiplayer-services
  • setup-vivox-voice-chat
  • shader-graph-create-custom-node
  • sprite-editor
  • sprite-segment-3x3grid
  • ui
  • ui-imgui
  • ui-ugui
  • ui-uitk
  • unity-cli
  • unity-package-management
  • unity-pipeline
  • urp-postprocessing
  • validate-urp-render-graph-renderer-feature

Repository facts

License
No license detected
Created
May 5, 2026
Last pushed
Nov 5, 2026
Forks
68
Open issues
0
Project activity
Active

Rank over the last 12 weeks

Now #760 · best #634 · down 88 in 30 days

  1. #755 on Oct 30
  2. #760 on Oct 31
  3. #759 on Nov 1
  4. #760 on Nov 2
  5. #763 from Nov 3 to Nov 4
  6. #760 since Nov 5
79 earlier periods
  1. #867 on Aug 2
  2. #856 on Aug 7
  3. #867 on Aug 8
  4. #869 on Aug 9
  5. #901 on Aug 10
  6. #902 on Aug 11
  7. #901 from Aug 12 to Aug 13
  8. #882 on Aug 14
  9. #850 on Aug 15
  10. #872 on Aug 16
  11. #882 on Aug 17
  12. #898 on Aug 18
  13. #891 on Aug 19
  14. #878 on Aug 20
  15. #887 on Aug 21
  16. #833 on Aug 22
  17. #893 on Aug 23
  18. #903 on Aug 24
  19. #905 on Aug 25
  20. #862 on Aug 26
  21. #820 on Aug 27
  22. #840 on Aug 28
  23. #767 from Aug 29 to Aug 30
  24. #804 on Aug 31
  25. #820 on Sep 1
  26. #785 on Sep 2
  27. #790 on Sep 3
  28. #752 on Sep 4
  29. #725 on Sep 5
  30. #752 on Sep 6
  31. #753 on Sep 7
  32. #772 on Sep 8
  33. #742 on Sep 9
  34. #733 on Sep 10
  35. #700 on Sep 11
  36. #689 on Sep 12
  37. #681 on Sep 13
  38. #693 on Sep 14
  39. #679 on Sep 15
  40. #684 from Sep 16 to Sep 17
  41. #678 on Sep 18
  42. #655 on Sep 19
  43. #667 on Sep 20
  44. #686 on Sep 21
  45. #695 on Sep 22
  46. #682 on Sep 23
  47. #654 on Sep 24
  48. #644 on Sep 25
  49. #638 on Sep 26
  50. #668 from Sep 27 to Sep 28
  51. #707 on Sep 29
  52. #686 on Sep 30
  53. #647 on Oct 1
  54. #654 on Oct 2
  55. #634 on Oct 3
  56. #660 on Oct 4
  57. #664 on Oct 5
  58. #669 on Oct 6
  59. #672 on Oct 7
  60. #712 on Oct 8
  61. #685 on Oct 9
  62. #672 on Oct 10
  63. #666 on Oct 11
  64. #685 on Oct 12
  65. #682 on Oct 13
  66. #694 on Oct 14
  67. #686 on Oct 15
  68. #696 on Oct 16
  69. #673 on Oct 17
  70. #658 on Oct 18
  71. #691 on Oct 19
  72. #699 on Oct 20
  73. #703 on Oct 21
  74. #683 on Oct 22
  75. #681 on Oct 23
  76. #658 on Oct 24
  77. #760 on Oct 25
  78. #762 on Oct 28
  79. #759 on Oct 29

Before you install

Network or broad shell

Automated signals, not a guarantee

Checked Nov 3, 2026

Not fully analyzed: some files were too long, unreadable or missing. This never lowers the level.

Show 95 notes
  • skills/audio-setup-mixers/SKILL.md:1 Analysis incomplete: Referenced executable target unavailable; not analyzed
  • skills/build-gtk/SKILL.md:1 Analysis incomplete: Referenced executable target unavailable; not analyzed
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  • skills/migrate-birp-to-urp/SKILL.md:1 Analysis incomplete: Referenced executable target unavailable; not analyzed
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Show all 363 signals by file

skills/build-gtk/SKILL.md

  • Network accessline 223
    Pages, all under `https://docs.unity.com/en-us/engine/<VERSION>/`, served as markdown when the `.md`
  • Network accessline 234
    `.../<type>/<member>.md`, all lowercase, generic arity dropped (`condition.md` for `Condition<T>`).   Example: `script-reference/unity/graphtoolkit/editor/graph/ongraphchanged.md`. State machine types   exist from `6000.7`. The older form `
  • Network accessline 235
    Example: `script-reference/unity/graphtoolkit/editor/graph/ongraphchanged.md`. State machine types   exist from `6000.7`. The older form `https://docs.unity3d.com/<VERSION>/Documentation/ScriptReference/Unity.GraphToolkit.Editor.<Type>.html
  • Network accessline 236
    exist from `6000.7`. The older form `https://docs.unity3d.com/<VERSION>/Documentation/ScriptReference/Unity.GraphToolkit.Editor.<Type>.html`
  • Network accessline 237
    also resolves, as HTML. - Samples: `https://docs.unity3d.com/Packages/com.unity.graphtoolkit-samples@<VERSION>/manual/index.html`.   Install `com.unity.graphtoolkit-samples` by name in the Package Manager, then import Texture Maker
  • Network accessline 238
    - Samples: `https://docs.unity3d.com/Packages/com.unity.graphtoolkit-samples@<VERSION>/manual/index.html`.
  • Network accessline 240
    (importer), Visual Novel Director (custom runtime and debug view) or Dungeon Graph Generator   (building a graph from code). - Community: https://discussions.unity.com/tag/graph-toolkit
  • Network accessline 242
    - Community: https://discussions.unity.com/tag/graph-toolkit

skills/build-gtk/references/graph-api.md

  • Network accessline 4
    Unity 6000.7 and newer. Every signature below was taken from the module source; when something is not listed here, look it up at `https://docs.unity3d.com/<VERSION>/Documentation/ScriptReference/Unity.GraphToolkit.Editor.<Type>.html`,
  • Network accessline 5
    not listed here, look it up at `https://docs.unity3d.com/<VERSION>/Documentation/ScriptReference/Unity.GraphToolkit.Editor.<Type>.html`, with `<VERSION>` the project's Editor version, for example `6000.6`.
  • Network accessline 6
    `https://docs.unity3d.com/<VERSION>/Documentation/ScriptReference/Unity.GraphToolkit.Editor.<Type>.html`,

skills/build-gtk/references/state-machine-api.md

  • Network accessline 3
    All types live in `Unity.GraphToolkit.Editor`. None of this exists on Unity 6000.6 or older: the public Script Reference for these types starts at `https://docs.unity3d.com/<VERSION>/Documentation/ScriptReference/Unity.GraphToolkit.Editor.S
  • Network accessline 4
    public Script Reference for these types starts at `https://docs.unity3d.com/<VERSION>/Documentation/ScriptReference/Unity.GraphToolkit.Editor.StateMachine.html` with `<VERSION>` at least `6000.7`.
  • Network accessline 5
    `https://docs.unity3d.com/<VERSION>/Documentation/ScriptReference/Unity.GraphToolkit.Editor.StateMachine.html`

skills/build-live-game/SKILL.md

  • Network accessline 40
    - Cloud Code C# modules: [Overview](https://docs.unity.com/en-us/cloud-code/modules/overview.md), [Get started](https://docs.unity.com/en-us/cloud-code/modules/getting-started.md), [Module structure](https://docs.unity.com/en-us/cloud-code/
  • Network accessline 41
    - Cloud Code server authority: [Server authority](https://docs.unity.com/en-us/cloud-code/server-authority.md), [Cheat prevention](https://docs.unity.com/en-us/cloud-code/cheat-prevention.md), [UGS integration and access control](https://do
  • Network accessline 42
    - Authentication: [How Authentication works](https://docs.unity.com/en-us/authentication/how-authentication-works.md), [Sessions and cached players](https://docs.unity.com/en-us/authentication/session-management.md), [Common errors](https:/
  • Network accessline 43
    - Cloud Save: [Player Data](https://docs.unity.com/en-us/cloud-save/concepts/player-data.md), [Game Data](https://docs.unity.com/en-us/cloud-save/concepts/game-data.md), [Cloud Save for Cloud Code](https://docs.unity.com/en-us/cloud-save/tu
  • Network accessline 44
    - Remote Config: [Remote Config files](https://docs.unity.com/en-us/remote-config/remote-config-files.md), [Code integration](https://docs.unity.com/en-us/remote-config/code-integration.md)
  • Network accessline 45
    - Leaderboards: [Overview](https://docs.unity.com/en-us/leaderboards.md), [Unity SDK tutorial](https://docs.unity.com/en-us/leaderboards/tutorials/unity-sdk.md)
  • Network accessline 46
    - Deployment Window: [Deployment package manual](https://docs.unity3d.com/Packages/com.unity.services.deployment@<VERSION>/manual/index.html)
  • Network accessline 123
    Handles player identity; [How Authentication works](https://docs.unity.com/en-us/authentication/how-authentication-works.md) covers the sign-in methods. After sign-in `PlayerId` is available and the `SignedIn` event fires. `PlayerAccountSer
  • Network accessline 150
    Per-player key-value storage in three access classes (Default, Public, Protected), plus game-wide Custom data. Protected and Custom data can be written only by server code, so store anti-cheat and server-awarded state there. See [Player Dat

skills/build-live-game/references/achievements.md

  • Network accessline 641
    {   "$schema": "https://ugs-config-schemas.unity3d.com/v1/remote-config.schema.json",
  • Network accessline 642
    "$schema": "https://ugs-config-schemas.unity3d.com/v1/remote-config.schema.json",
  • Network accessline 697
    {   "$schema": "https://ugs-config-schemas.unity3d.com/v1/project-access-policy.schema.json",
  • Network accessline 698
    "$schema": "https://ugs-config-schemas.unity3d.com/v1/project-access-policy.schema.json",
  • Network accessline 739
    - **Unity Cloud Save documentation:** https://docs.unity.com/en-us/cloud-save.md
  • Network accessline 740
    - **Unity Remote Config documentation:** https://docs.unity.com/en-us/remote-config.md
  • Network accessline 741
    - **Unity Cloud Code documentation:** https://docs.unity.com/en-us/cloud-code.md
  • Network accessline 742
    - **Access Control documentation:** https://docs.unity.com/en-us/cloud-code/modules/how-to-guides/access-control.md

skills/build-live-game/references/battlepass.md

  • Network accessline 770
    {   "$schema": "https://ugs-config-schemas.unity3d.com/v1/remote-config.schema.json",
  • Network accessline 771
    "$schema": "https://ugs-config-schemas.unity3d.com/v1/remote-config.schema.json",
  • Network accessline 904
    - **Use Case Samples — Battle Pass:** The official [Use Case Samples](https://github.com/Unity-Technologies/com.unity.services.samples.use-cases) repository includes a complete Battle Pass sample with seasonal reward tiers, free/premium tra

skills/build-live-game/references/blueprints-and-samples.md

  • Network accessline 47
    | Building Block | Type | Key Dependencies | Source | |---|---|---|---| | **Achievements** | LiveOps | `cloudsave`, `remote-config`, `cloudcode`, `tooling`, `deployment`, `analytics`, `authentication` | [Asset Store](https://assetstore.unit
  • Network accessline 48
    |---|---|---|---| | **Achievements** | LiveOps | `cloudsave`, `remote-config`, `cloudcode`, `tooling`, `deployment`, `analytics`, `authentication` | [Asset Store](https://assetstore.unity.com/packages/essentials/tutorial-projects/unity-buil
  • Network accessline 49
    | **Achievements** | LiveOps | `cloudsave`, `remote-config`, `cloudcode`, `tooling`, `deployment`, `analytics`, `authentication` | [Asset Store](https://assetstore.unity.com/packages/essentials/tutorial-projects/unity-building-block-achieve
  • Network accessline 50
    | **Leaderboards** | LiveOps | `leaderboards`, `cloudcode`, `tooling`, `deployment`, `authentication` | [Asset Store](https://assetstore.unity.com/packages/essentials/tutorial-projects/unity-building-block-leaderboards-341926) |
  • Network accessline 51
    | **Player Account** | LiveOps | `authentication`, `cloudsave`, `cloudcode`, `deployment` | [Asset Store](https://assetstore.unity.com/packages/essentials/tutorial-projects/unity-building-block-player-account-341928), or `com.unity.starter-
  • Network accessline 52
    | **Multiplayer Session** | Multiplayer | `multiplayer` | [Asset Store](https://assetstore.unity.com/packages/essentials/tutorial-projects/unity-building-block-multiplayer-session-341930) |
  • Network accessline 53
    | **Matchmaker Session** | Multiplayer | `multiplayer`, `deployment` | [Asset Store](https://assetstore.unity.com/packages/essentials/tutorial-projects/unity-building-block-matchmaker-session-341932) |
  • Network accessline 68
    | Project | Description | Source | |---|---|---| | **Use Case Samples** | Battle Pass, Virtual Shop, Daily Rewards, Starter Pack, Cloud AI Mini Game, A/B testing | [GitHub](https://github.com/Unity-Technologies/com.unity.services.samples.us
  • Network accessline 69
    |---|---|---| | **Use Case Samples** | Battle Pass, Virtual Shop, Daily Rewards, Starter Pack, Cloud AI Mini Game, A/B testing | [GitHub](https://github.com/Unity-Technologies/com.unity.services.samples.use-cases) | | **UGS Samples** | Auth
  • Network accessline 70
    | **Use Case Samples** | Battle Pass, Virtual Shop, Daily Rewards, Starter Pack, Cloud AI Mini Game, A/B testing | [GitHub](https://github.com/Unity-Technologies/com.unity.services.samples.use-cases) |
  • Network accessline 71
    | **UGS Samples** | Authentication flows, Remote Config, Cloud Code integration | [GitHub](https://github.com/Unity-Technologies/com.unity.services.samples) |
  • Network accessline 72
    | **Gem Hunter Match** | Full 2D match-3 game with player hub, progression, social features, in-game store | [Asset Store](https://assetstore.unity.com/packages/essentials/tutorial-projects/gem-hunter-match-2d-sample-project-278941) |
  • Network accessline 73
    | **Boss Room** | 8-player co-op RPG using Netcode for GameObjects, Authentication, Multiplayer Services | [GitHub](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop) |

skills/build-live-game/references/cloud-code-modules.md

  • Network accessline 13
    > **The signatures, enums and diagnostics below are a convenience snapshot and can lag the package.** > Read the [Cloud Code documentation](https://docs.unity.com/en-us/cloud-code/modules/overview.md) for
  • Network accessline 14
    > Read the [Cloud Code documentation](https://docs.unity.com/en-us/cloud-code/modules/overview.md) for
  • Network accessline 941
    <?xml version="1.0" encoding="utf-8"?> <Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
  • Network accessline 942
    <Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
  • Network accessline 1256
    `https://docs.unity3d.com/Packages/com.unity.services.cloudcode@<VERSION>/api/Unity.Services.CloudCode.CloudCodeExceptionReason.html`

skills/build-live-game/references/remote-config.md

  • Network accessline 48
    {   "$schema": "https://ugs-config-schemas.unity3d.com/v1/remote-config.schema.json",
  • Network accessline 49
    "$schema": "https://ugs-config-schemas.unity3d.com/v1/remote-config.schema.json",

skills/build-live-game/references/tooling.md

  • Network accessline 56
    {   "$schema": "https://ugs-config-schemas.unity3d.com/v1/project-access-policy.schema.json",
  • Network accessline 57
    "$schema": "https://ugs-config-schemas.unity3d.com/v1/project-access-policy.schema.json",
  • Network accessline 135
    {   "$schema": "https://ugs-config-schemas.unity3d.com/v1/project-access-policy.schema.json",
  • Network accessline 136
    "$schema": "https://ugs-config-schemas.unity3d.com/v1/project-access-policy.schema.json",

skills/build-live-game/references/ugs-cli.md

  • Network accessline 15
    The [Unity Gaming Services CLI](https://github.com/Unity-Technologies/unity-gaming-services-cli/) manages UGS resources outside the Unity Editor: deploy and fetch cloud resource files, manage triggers and schedules, and reach admin function
  • Access to secretsline 44
    [Credential-related source omitted]

skills/craft-game-floors/SKILL.md

skills/craft-game-floors/references/art-direction.md

  • Dangerous shell operationline 79
    - Eval (via `unity-cli`): walk every `Renderer` and assert no `sharedMaterial` named `Default-Material`, and that `RenderSettings.skybox` is a palette-derived material, not the template sky. Any hit names its object. **Scope the fixes by th

skills/craft-game-floors/references/camera-rigs.md

  • Network accessline 11
    **Existing projects: check the installed major first** (`Packages/manifest.json`), before any package change. A project already on Cinemachine **2.x** keeps it — upgrading the package breaks existing camera scripts across the API break, and
  • Network accessline 15
    [`CinemachineCamera`](https://docs.unity3d.com/Packages/com.unity.cinemachine@<VERSION>/manual/CinemachineCamera.html) with:
  • Network accessline 18
    - **Damping** ~0.5–1.0 s on position — the camera *settles*, never teleports. - **The rig inherits the follow target's yaw.** On a character that turns toward its movement, the camera whips to face whatever the character faces — hedges, wal
  • Network accessline 19
    - **The rig inherits the follow target's yaw.** On a character that turns toward its movement, the camera whips to face whatever the character faces — hedges, walls, the void. Raise rotation damping, or follow a yaw-damped proxy transform i
  • Network accessline 20
    - **[Deoccluder](https://docs.unity3d.com/Packages/com.unity.cinemachine@<VERSION>/manual/CinemachineDeoccluder.html) — interiors default OFF.** The interior recipe: skip the deoccluder, frame high enough that walls can't eat the lens; add 
  • Network accessline 26
    [`CinemachineOrbitalFollow`](https://docs.unity3d.com/Packages/com.unity.cinemachine@<VERSION>/manual/CinemachineOrbitalFollow.html) with three-ring setup for player-rotatable cameras; recenter after ~2 s idle. Use for creature/vehicle game

skills/craft-game-floors/references/character-motion.md

  • Network accessline 23
    The [collider interaction rules](https://docs.unity.com/en-us/engine/<VERSION>/manual/physics-section/physics-overview/collision-section/collider-interactions/create-trigger.md) govern when trigger events fire; the trap this floor pays for:
  • Dangerous shell operationline 27
    Expose bobAmp, stepFreq, lean, squash on the component; tune live in Play mode via eval → capture → eval (no recompiles — the proven inner loop). Caveat: a timed-out `eval` may still have executed — mutations are not idempotent-safe; put an

skills/craft-game-floors/references/game-audio.md

  • Network accessline 24
    - **Creation is editor-UI work** in the [Audio Mixer window](https://docs.unity.com/en-us/engine/<VERSION>/manual/audio/mixer/overview.md) — there is no public scripting API for creating mixers or groups; the mechanics live under that manua
  • Network accessline 25
    - **Exposed parameters.** Expose each group's Volume to script (mechanics on the Audio Mixer manual page above) and name the parameters **MusicVol** and **SFXVol** — the shell's settings sliders bind to these names. Set from script with [`m

skills/craft-game-floors/references/game-feel.md

  • Network accessline 15
    {     // The three curves the recipes name — OutCubic, OutBack (classic 1.70158 overshoot) and     // OutElastic — use the standard formulas from an easing reference such as https://easings.net.
  • Network accessline 17
    // OutElastic — use the standard formulas from an easing reference such as https://easings.net.
  • Network accessline 39
    - **Milestone (level-up, win)**: a *moment*, never just text — the worked sequence below is the template. - **Movement life**: idle breathing bob (sine, ~2 s period), slight lean into movement direction, landing squash (y 0.85 for 0.1 s). S
  • Network accessline 41
    - **Impacts (action games)**: screenshake via Cinemachine Impulse ([camera-rigs](camera-rigs.md)), hit-stop via [`Time.timeScale`](https://docs.unity.com/en-us/engine/<VERSION>/script-reference/unityengine/time/timescale.md) `= 0.05` for 50

skills/craft-game-floors/references/game-shell.md

  • Network accessline 11
    One `GameState` enum (`Title, Playing, Paused, Ended`) on one manager; every screen is a palette-styled panel (see [art-direction](art-direction.md) — default uGUI skin never ships; if no art bible or Palette source exists yet, run that ref

skills/craft-game-floors/references/live-floor.md

  • Network accessline 9
    **Identity precondition.** Every piece below keys on the PlayerId from the project's auth setup — run the probe in the load line above rather than trusting any prior session's record. If the probe fails (cloud link failed, sign-in skipped, 
  • Network accessline 13
    `PlayerPrefs` is the default-gray of save systems: device-bound, gone on reinstall. Floor shape: one [Cloud Save](https://docs.unity.com/en-us/cloud-save.md) slot (`progress`) holding the progression state the game already tracks (level, XP
  • Network accessline 17
    The game's own design names its milestone/score moment — the point where the loop calls progress (a level completed, resources banked, a run scored). **That event is the leaderboard's oracle**: if the progression design defines a score-shap
  • Network accessline 21
    `liveops_enabled` (bool, default true) in [Remote Config](https://docs.unity.com/en-us/remote-config.md) gates the live features: save sync, leaderboard submit/read. Fetched at boot **and re-fetched on a timer or at natural seams** (scene l
  • Network accessline 31
    Cloud Code (infrastructure, not an outcome), **Economy** (check [its documentation](https://docs.unity.com/en-us/economy.md) for availability before ever choosing it — never default a new game onto a service whose docs say it cannot accept 

skills/craft-game-floors/references/placeholder-assets.md

  • Network accessline 11
    - **Compound primitives first** — characters and props assembled from tapered, tilted primitives per [art-direction](art-direction.md)'s rules (its worked fox build is the template to imitate), palette-tinted per part via material or vertex
  • Network accessline 12
    - **[ProBuilder](https://docs.unity3d.com/Packages/com.unity.probuilder@<VERSION>/manual/index.html) for architecture** — add `com.unity.probuilder` when rooms need trim, baseboards, window frames, door reveals, or furniture beyond stacked 

skills/craft-game-floors/references/scene-lighting.md

  • Network accessline 21
    One global [Volume](https://docs.unity.com/en-us/engine/<VERSION>/manual/post-processing-and-full-screen-effects/urp/volumes-landing-page.md) asset, always — and **first, check the camera**: a script-created camera's `UniversalAdditionalCam
  • Network accessline 23
    **[Bloom](https://docs.unity.com/en-us/engine/<VERSION>/manual/post-processing-and-full-screen-effects/urp/effect-list/bloom.md) needs HDR here** — with SDR's 0–1 colors the threshold values below never fire (the skill's own trap note; the 

skills/craft-game-floors/references/toon-shading.md

  • Network accessline 13
    - **Shader Graph route** — the lighting lives in a [Custom Function node](https://docs.unity3d.com/Packages/com.unity.shadergraph@<VERSION>/manual/Custom-Function-Node.html), because Shader Graph exposes no main-light data as built-in nodes
  • Network accessline 14
    - Give the function a preview-safe branch per the Custom Function node page above (previews have no light data).   - For cast shadows, pass `GetMainLight` a shadow coord and declare the three main-light shadow [keywords](https://docs.unity3
  • Network accessline 15
    - For cast shadows, pass `GetMainLight` a shadow coord and declare the three main-light shadow [keywords](https://docs.unity3d.com/Packages/com.unity.shadergraph@<VERSION>/manual/Keywords.html) (`_MAIN_LIGHT_SHADOWS`, `_MAIN_LIGHT_SHADOWS_C

skills/craft-game-floors/references/vfx.md

  • Network accessline 8
    - **Short-lived** — 0.3–0.8 s lifetimes for event effects; size-over-lifetime shrinks to zero so nothing pops out of existence. - **Readable at gameplay distance** — size and count tuned against the real camera ([camera-rigs](camera-rigs.md
  • Network accessline 9
    - **Readable at gameplay distance** — size and count tuned against the real camera ([camera-rigs](camera-rigs.md)), verified by capture, not in the inspector. - **Pooled** — never Instantiate/Destroy per event. Reuse one ParticleSystem via 
  • Network accessline 10
    - **Pooled** — never Instantiate/Destroy per event. Reuse one ParticleSystem via `Stop`/`Clear`/`Play` (or one system with `Emit()`); when effects need real instances, pool them with [`UnityEngine.Pool.ObjectPool<T>`](https://docs.unity3d.c
  • Network accessline 25
    In a 2D scene, particles sort through the renderer like every sprite: set Sorting Layer and Order in Layer on the [`ParticleSystemRenderer`](https://docs.unity.com/en-us/engine/<VERSION>/script-reference/unityengine/particlesystemrenderer.m

skills/craft-game-floors/references/visual-scorecard.md

  • Network accessline 11
    1. **Record the Editor's starting state first** — whether Play mode is already running (a user-owned session is never restarted or stopped: score inside it or ask), and the current auto-tick and `runInBackground` values, so both can be rest

skills/create-2d-physics/SKILL.md

  • Network accessline 5
    metadata:   version: 0.3.0   support: "https://unity.com/support-services"
  • Network accessline 6
    version: 0.3.0   support: "https://unity.com/support-services" ---
  • Network accessline 7
    support: "https://unity.com/support-services"
  • Network accessline 91
    1. Use the `unity-cli` skill to check the project's Unity version. 2. If the Editor install folder has a `Data/Documentation` folder, grep the html files in the `en/ScriptReference` folder inside, and skip the remaining steps. 3. Otherwise,
  • Network accessline 92
    2. If the Editor install folder has a `Data/Documentation` folder, grep the html files in the `en/ScriptReference` folder inside, and skip the remaining steps. 3. Otherwise, fetch and cache `https://docs.unity3d.com/<VERSION>/Documentation/
  • Network accessline 93
    3. Otherwise, fetch and cache `https://docs.unity3d.com/<VERSION>/Documentation/ScriptReference/xrefmap.yml` (replace `<VERSION>` with the project's Unity version in major.minor form). This file lists every public API member's fully qualifi
  • Network accessline 94
    4. Grep the yml file locally for a class or method instead of refetching per lookup. The file is large (about 6 MB), so don't read the whole file. 5. Convert the `uid` to a markdown page: remove the parameters in brackets, lowercase it, rep
  • Network accessline 95
    5. Convert the `uid` to a markdown page: remove the parameters in brackets, lowercase it, replace `.` with `/`, and add `.md`. Then fetch `https://docs.unity.com/en-us/engine/<VERSION>/script-reference/<converted uid>`. For example, `UnityE
  • Network accessline 96
    - Constructors use `ctor` (e.g. `unityengine/vector2/ctor.md`), and indexers use `item` (e.g. `unityengine/vector2/item.md`).    - For operators, fetch the class page (e.g. `unityengine/vector2.md`) and follow its link.    - Links inside th
  • Network accessline 97
    - For operators, fetch the class page (e.g. `unityengine/vector2.md`) and follow its link.    - Links inside the pages start with `/engine/`. Add `https://docs.unity.com/en-us` before them.    - If the page doesn't exist for that Unity vers
  • Network accessline 98
    - Links inside the pages start with `/engine/`. Add `https://docs.unity.com/en-us` before them.
  • Network accessline 99
    - If the page doesn't exist for that Unity version, use the `href` in the `xrefmap.yml` entry instead (e.g. `href: 'Rigidbody2D.AddForce.html'` => `https://docs.unity3d.com/<VERSION>/Documentation/ScriptReference/Rigidbody2D.AddForce.html`)
  • Network accessline 103
    1. Use the `unity-cli` skill to check the installed package version. 2. Fetch and cache `https://docs.unity3d.com/Packages/com.unity.2d.physics@<version>/xrefmap.yml` (replace `<version>` with the installed package version in major.minor fo
  • Network accessline 104
    2. Fetch and cache `https://docs.unity3d.com/Packages/com.unity.2d.physics@<version>/xrefmap.yml` (replace `<version>` with the installed package version in major.minor form). This file maps every public API member's fully qualified name to
  • Network accessline 111
    Prefer in order: the C# example on the type or member page you are using; existing project scripts (match their style); the sample project at `https://github.com/Unity-Technologies/PhysicsExamples2D`. Check all three before inventing a patt

skills/create-2d-physics/references/2d-physics-core.md

  • Network accessline 16
    A component is not the physics object. It owns a body, shape or joint — operate on that owned object. Read/write it, apply forces, query it, handle contacts (from a worker thread if needed). See [Physics Pose and Physics Area components](ht
  • Network accessline 20
    Within Core: components for scene-authored objects, script for bulk runtime creation. The modules `com.unity.modules.physics2d` and `com.unity.modules.physicscore2d` are on by default; only matter if stripped. The Unity version sets the nam
  • Network accessline 47
    - Definition and geometry are separate: a pose's body settings live in its definition; an area's shape is its geometry. Configure them independently. A change to either needs its apply call before it takes effect — the type page states whic
  • Network accessline 49
    `https://docs.unity3d.com/Packages/com.unity.2d.physics@<version>/api/Unity.U2D.Physics.<Type>.html`
  • Network accessline 57
    - `https://docs.unity.com/en-us/engine/<VERSION>/script-reference/unity/u2d/physics/physicsbodydefinition.md`
  • Network accessline 58
    - `https://docs.unity.com/en-us/engine/<VERSION>/script-reference/unity/u2d/physics/physicsbody.md`
  • Network accessline 66
    Core only. Before you destroy or change a world, body, shape, chain or joint you didn't create in this task, read the owner rules on these pages and on the member page you're calling, such as [PhysicsBody.Destroy](https://docs.unity.com/en-
  • Network accessline 68
    - [PhysicsBody.SetOwner](https://docs.unity.com/en-us/engine/<VERSION>/script-reference/unity/u2d/physics/physicsbody/setowner.md)
  • Network accessline 69
    - [PhysicsWorld.CreateOwnerKey](https://docs.unity.com/en-us/engine/<VERSION>/script-reference/unity/u2d/physics/physicsworld/createownerkey.md)
  • Network accessline 83
    | --- | --- | | Legacy manual pages are flat, like `class-Rigidbody2D.html` | Build URLs from the folder paths in the Legacy 2D physics reference | | Your recalled Core namespace is right for the project | Check the project's Unity version,
  • Network accessline 84
    | Legacy manual pages are flat, like `class-Rigidbody2D.html` | Build URLs from the folder paths in the Legacy 2D physics reference | | Your recalled Core namespace is right for the project | Check the project's Unity version, then read the
  • Network accessline 85
    | Your recalled Core namespace is right for the project | Check the project's Unity version, then read the [Unity 6.5 upgrade guide](https://docs.unity.com/en-us/engine/<VERSION>/manual/upgrade-guides/upgrade-guide-unity65.md) |
  • Network accessline 86
    | Box2D v2 naming and semantics apply to Core | Ignore older forum answers. Read the Core type page | | A property uses the unit Box2D or the other system uses | Read the property page for its unit and range | | Core layer masks are the sam
  • Network accessline 87
    | A property uses the unit Box2D or the other system uses | Read the property page for its unit and range | | Core layer masks are the same width as a `LayerMask` | Read [PhysicsMask](https://docs.unity.com/en-us/engine/<VERSION>/script-ref
  • Network accessline 88
    | Core layer masks are the same width as a `LayerMask` | Read [PhysicsMask](https://docs.unity.com/en-us/engine/<VERSION>/script-reference/unity/u2d/physics/physicsmask.md) |
  • Network accessline 90
    | A user's own component needs wiring to work with Unity's | None. All interaction is engine-side | | Any handle can be destroyed | Only what you own. Follow [Ownership](#ownership) | | You must create a world first | Read [PhysicsWorld.def
  • Network accessline 91
    | Any handle can be destroyed | Only what you own. Follow [Ownership](#ownership) | | You must create a world first | Read [PhysicsWorld.defaultWorld](https://docs.unity.com/en-us/engine/<VERSION>/script-reference/unity/u2d/physics/physicsw
  • Network accessline 92
    | You must create a world first | Read [PhysicsWorld.defaultWorld](https://docs.unity.com/en-us/engine/<VERSION>/script-reference/unity/u2d/physics/physicsworld/defaultworld.md) |
  • Network accessline 93
    | Debug visuals need gizmos or `Debug.DrawLine` | Use the Core physics renderer from [Scripting reference](#scripting-reference). Never hand-roll it | | A method exists because the other system has one like it | Confirm on its own page | | 
  • Network accessline 94
    | A method exists because the other system has one like it | Confirm on its own page | | A recalled member such as `bodyType` still sets body type | Read [PhysicsBody.type](https://docs.unity.com/en-us/engine/<VERSION>/script-reference/unit
  • Network accessline 95
    | A recalled member such as `bodyType` still sets body type | Read [PhysicsBody.type](https://docs.unity.com/en-us/engine/<VERSION>/script-reference/unity/u2d/physics/physicsbody/type.md) |
  • Network accessline 105
    Base: `https://docs.unity.com/en-us/engine/<VERSION>/manual/unity2d/2d-physics-api/`. Pages are `.md`. The landing page is `https://docs.unity.com/en-us/engine/<VERSION>/manual/unity2d/2d-physics-api.md` — contents.
  • Network accessline 131
    Base: `https://docs.unity.com/en-us/engine/<VERSION>/script-reference/`
  • Network accessline 148
    Package API pages are live only — not local files. Fetch using the version from `Packages/packages-lock.json`: `https://docs.unity3d.com/Packages/com.unity.2d.physics@<major.minor>/api/Unity.U2D.Physics.<Type>.html`
  • Network accessline 149
    `https://docs.unity3d.com/Packages/com.unity.2d.physics@<major.minor>/api/Unity.U2D.Physics.<Type>.html`
  • Network accessline 153
    If that folder has no `.md` files, use the online pages at `https://docs.unity3d.com/Packages/com.unity.2d.physics@<VERSION>/manual/`, because some package versions don't ship their docs.

skills/create-2d-physics/references/legacy-2d-physics.md

  • Network accessline 20
    Base: `https://docs.unity.com/en-us/engine/<VERSION>/manual/unity2d/`. Pages are `.md`.
  • Network accessline 37
    Legacy types live in the main scripting reference as `unityengine/<type>.md`, e.g. `https://docs.unity.com/en-us/engine/<VERSION>/script-reference/unityengine/rigidbody2d.md`. See the Scripting reference table in `references/2d-physics-core

skills/create-tile-palette-or-rule-tiles/references/ruletile-createfromsegment.md

  • Network accessline 210
    - `sprite-segment-3x3grid` - required prerequisite; generates the input patterns - `Packages/com.unity.2d.tilemap.extras/Runtime/Tiles/RuleTile/RuleTile.cs` for RuleTile implementation - Unity Manual: [Rule Tile](https://docs.unity3d.com/Pa
  • Network accessline 212
    - Unity Manual: [Rule Tile](https://docs.unity3d.com/Packages/com.unity.2d.tilemap.extras@latest)

skills/generate-editor-search-query/SKILL.md

  • Network accessline 47
    - [Unity Search](https://docs.unity3d.com/Manual/search-overview.html)
  • Network accessline 48
    - [Search expressions](https://docs.unity3d.com/Manual/search-expressions.html)
  • Network accessline 49
    - [SearchService.ShowWindow](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Search.SearchService.ShowWindow.html)

skills/generate-editor-search-query/references/open-search-window.md

  • Possible obfuscationline 31
    var query = System.Text.Encoding.UTF8.GetString(System.Convert.FromBase64String("QUERY_BASE64"));

skills/implement-in-app-purchases/references/convert-revenuecat.md

  • Access to secretsline 231
    [Credential-related source omitted]

skills/implement-in-app-purchases/references/path-implement-iap-d2c.md

  • Network accessline 120
    "subtitle": "Best value",       "description": "A pack of 100 coins.",       "badge": { "text": "Popular", "imageUrl": "https://example.com/badges/popular.png" }
  • Network accessline 121
    "description": "A pack of 100 coins.",       "badge": { "text": "Popular", "imageUrl": "https://example.com/badges/popular.png" }     }
  • Network accessline 122
    "badge": { "text": "Popular", "imageUrl": "https://example.com/badges/popular.png" }
  • Network accessline 127
    { "currencyCode": "EUR", "amount": 1.79, "webshopPrice": 1.49 }   ],   "imageUrl": "https://example.com/img/coins100.png",
  • Network accessline 128
    ],   "imageUrl": "https://example.com/img/coins100.png",   "storeIdOverrides": [
  • Network accessline 129
    "imageUrl": "https://example.com/img/coins100.png",
  • Network accessline 135
    "categories": ["currency", "starter"],   "hdImages": [     { "url": "https://example.com/hd/coins100.png", "altText": "100 coins bundle" }
  • Network accessline 136
    "hdImages": [     { "url": "https://example.com/hd/coins100.png", "altText": "100 coins bundle" }   ],
  • Network accessline 137
    { "url": "https://example.com/hd/coins100.png", "altText": "100 coins bundle" }
  • Network accessline 176
    - `amount` and `webshopPrice` go from decimal major units on disk (`1.99`) to micros integer on the wire (`1990000`). Rounding: `Math.Round(amount * 1_000_000, MidpointRounding.AwayFromZero)`. - `$schema` is populated by the SDK on upload —
  • Network accessline 177
    - `$schema` is populated by the SDK on upload — never in the on-disk `.ucat`:   - Always: `https://services.api.unity.com/schema-registry/v1/schemas/UnityRemoteCatalog/versions/1.1.0`   - Added when `isWebshopAvailable=true`: `https://servi
  • Network accessline 178
    - Always: `https://services.api.unity.com/schema-registry/v1/schemas/UnityRemoteCatalog/versions/1.1.0`
  • Network accessline 179
    - Added when `isWebshopAvailable=true`: `https://services.api.unity.com/schema-registry/v1/schemas/UnityRemoteCatalogWebshop/versions/1.1.0`
  • Network accessline 226
    CatalogListingId,Sku,ProductType,Language,Title,Description,CurrencyCode,Amount,ImageUrl ,com.mygame.coins100,Consumable,en_US,100 Coins,A pack of 100 coins.,USD,1.99,https://example.com/img/coins100.png
  • Network accessline 227
    ,com.mygame.coins100,Consumable,en_US,100 Coins,A pack of 100 coins.,USD,1.99,https://example.com/img/coins100.png
  • Network accessline 246
    The deployment targets the environment configured in **Edit > Project Settings > Services > Environments** (Development / Staging / Production). To move a catalog between environments, switch the active environment and re-deploy. For enviro
  • Network accessline 516
    **Use app-scheme deep links** (e.g., `mygame://iapresult/okay`) rather than URL-scheme deep links (e.g., `https://mygame.com/iapresult`).
  • Network accessline 574
    1. Host the HTML file at a stable HTTPS URL you control (e.g., `https://mygame.com/iap-redirect.html`).

skills/initialize-ai-navigation/SKILL.md

  • Network accessline 48
    Don't invent the version string. Read the current one from the Unity registry — `https://packages.unity.com/com.unity.ai.navigation` lists every published version — or copy the version an
  • Network accessline 49
    `https://packages.unity.com/com.unity.ai.navigation` lists every published version — or copy the version an

skills/levelplay-unity-integration/CHANGELOG.md

  • Network accessline 69
    This skill is currently in beta. [Share your feedback here](https://docs.google.com/forms/d/e/1FAIpQLSe7WvWozJ67KjgOLglSBvLug8JdgEYk895nn_BHZs0HS_bWJA/viewform).

skills/levelplay-unity-integration/README.md

  • Network accessline 3
    ![Beta](https://img.shields.io/badge/status-beta-orange) ![Version](https://img.shields.io/badge/version-0.7.0-blue) ![License](https://img.shields.io/badge/license-Unity%20Companion-blue)
  • Network accessline 5
    > 🧪 **Note:** This skill is in beta and will be shaped by your feedback. Try it out and [let us know what you think](https://docs.google.com/forms/d/e/1FAIpQLSe7WvWozJ67KjgOLglSBvLug8JdgEYk895nn_BHZs0HS_bWJA/viewform)!
  • Network accessline 9
    Compatible with Claude Code, GitHub Copilot, Cursor, Cline, and [50+ other agents](https://skills.sh).
  • Network accessline 28
    - A Unity project using an LTS or actively developed version of the Unity Editor - LevelPlay Unity package and SDK version 9.4.0+ - A LevelPlay account: [get started here](https://platform.ironsrc.com/)
  • Network accessline 30
    - A LevelPlay account: [get started here](https://platform.ironsrc.com/)
  • Network accessline 32
    Documentation for setting up the LevelPlay Unity package: see the [Unity Package Integration guide](https://docs.unity.com/en-us/grow/levelplay/sdk/unity/package-integration).
  • Network accessline 55
    > **Note:** This skill provides technical integration guidance, including for LevelPlay's privacy APIs. It is not legal advice, and it does not determine which laws apply to your app — that depends on your users, your data practices, and yo

skills/levelplay-unity-integration/SKILL.md

  • Network accessline 127
    **Dashboard:** https://platform.ironsrc.com/
  • Network accessline 129
    **New to LevelPlay?** Set up your app and ad units first: - [Add your app](https://docs.unity.com/en-us/grow/levelplay/platform/get-started/add-app)
  • Network accessline 130
    - [Add your app](https://docs.unity.com/en-us/grow/levelplay/platform/get-started/add-app)
  • Network accessline 131
    - [Create ad units](https://docs.unity.com/en-us/grow/levelplay/platform/get-started/ad-units)
  • Network accessline 159
    > **Note:** This skill provides technical integration guidance, including for LevelPlay's privacy APIs. It is not legal advice, and it does not determine which laws apply to your app — that depends on your users, your data practices, and yo

skills/levelplay-unity-integration/references/ios-setup.md

  • Network accessline 22
    For the current supported Unity, iOS deployment target, and Xcode versions, see the [LevelPlay iOS SDK integration guide](https://docs.unity.com/en-us/grow/levelplay/sdk/ios/sdk-integration).
  • Network accessline 306
    - **Deployment Target**: see the [LevelPlay iOS SDK integration guide](https://docs.unity.com/en-us/grow/levelplay/sdk/ios/sdk-integration) for the currently supported minimum
  • Network accessline 425
    ### Apple Documentation - [App Tracking Transparency Guide](https://developer.apple.com/documentation/apptrackingtransparency)
  • Network accessline 426
    - [App Tracking Transparency Guide](https://developer.apple.com/documentation/apptrackingtransparency)
  • Network accessline 427
    - [SKAdNetwork Documentation](https://developer.apple.com/documentation/storekit/skadnetwork)
  • Network accessline 428
    - [User Privacy and Data Use](https://developer.apple.com/app-store/user-privacy-and-data-use/)

skills/levelplay-unity-integration/references/migration-sdk-9.md

  • Network accessline 33
    1. Delete `Assets > LevelPlay` folder and all contents 2. Delete `Assets > Mobile Dependency Resolver` if present 3. Download the [latest Unity Plugin](https://docs.unity.com/en-us/grow/levelplay/sdk/unity/package-integration)
  • Network accessline 34
    2. Delete `Assets > Mobile Dependency Resolver` if present 3. Download the [latest Unity Plugin](https://docs.unity.com/en-us/grow/levelplay/sdk/unity/package-integration) 4. Import the .unitypackage file
  • Network accessline 35
    3. Download the [latest Unity Plugin](https://docs.unity.com/en-us/grow/levelplay/sdk/unity/package-integration)
  • Network accessline 480
    1. Go to `Assets > LevelPlay > Editor` 2. Open any dependency XML (e.g., `IronSourceSDKDependencies.xml`) 3. Look for `https://android-sdk.is.com/` inside `<repository>` tags
  • Network accessline 482
    3. Look for `https://android-sdk.is.com/` inside `<repository>` tags
  • Network accessline 490
    <androidPackage spec="com.ironsource.sdk:mediationsdk:7.9.0">   <repositories>     <repository>https://android-sdk.is.com/</repository>
  • Network accessline 491
    <repositories>     <repository>https://android-sdk.is.com/</repository>   </repositories>
  • Network accessline 492
    <repository>https://android-sdk.is.com/</repository>
  • Network accessline 538
    1. Log in at [platform.ironsrc.com](https://platform.ironsrc.com/partners/identity/login)

skills/levelplay-unity-integration/references/privacy-settings.md

  • Network accessline 17
    > **Note:** This skill provides technical integration guidance, including for LevelPlay's privacy APIs. It is not legal advice, and it does not determine which laws apply to your app — that depends on your users, your data practices, and yo
  • Network accessline 589
    - [LevelPlay Privacy Documentation](https://docs.unity.com/en-us/grow/levelplay)
  • Network accessline 590
    - [GDPR Overview](https://gdpr.eu/)
  • Network accessline 591
    - [CCPA Information](https://oag.ca.gov/privacy/ccpa)
  • Network accessline 592
    - [COPPA Requirements](https://www.ftc.gov/legal-library/browse/rules/childrens-online-privacy-protection-rule-coppa)
  • Network accessline 593
    - [Google Play Families Policy](https://support.google.com/googleplay/android-developer/answer/9893335)

skills/migrate-birp-to-urp/references/complex-shader-situations.md

  • Network accessline 19
    - [Render pipeline feature comparison](https://docs.unity3d.com/Manual/render-pipelines-feature-comparison.html)
  • Network accessline 20
    - [Upgrade custom shaders for URP compatibility](https://docs.unity3d.com/Manual/urp/urp-shaders/birp-urp-custom-shader-upgrade-guide.html)
  • Network accessline 21
    - [Camera.OnRenderImage](https://docs.unity3d.com/ScriptReference/Camera.OnRenderImage.html)
  • Network accessline 22
    - [Custom post-processing in URP](https://docs.unity3d.com/Manual/urp/post-processing/custom-post-processing.html)
  • Network accessline 23
    - [Make a shader compatible with the Deferred rendering path in URP](https://docs.unity3d.com/Manual/urp/rendering/make-shader-compatible-with-deferred.html)

skills/migrate-birp-to-urp/references/custom-shader-triage.md

  • Network accessline 18
    - [Upgrade custom shaders for URP compatibility](https://docs.unity3d.com/Manual/urp/urp-shaders/birp-urp-custom-shader-upgrade-guide.html)
  • Network accessline 19
    - [Upgrade material assets to URP or HDRP](https://docs.unity3d.com/Manual/upgrade-material.html)
  • Network accessline 20
    - [Render pipeline feature comparison](https://docs.unity3d.com/Manual/render-pipelines-feature-comparison.html)

skills/migrate-birp-to-urp/references/migration-workflow.md

  • Network accessline 22
    - [Upgrading from the Built-in Render Pipeline to URP](https://docs.unity3d.com/Manual/urp/upgrading-from-birp.html)
  • Network accessline 23
    - [Convert assets using the Render Pipeline Converter](https://docs.unity3d.com/Manual/urp/features/rp-converter.html)
  • Network accessline 24
    - [Upgrade material assets to URP or HDRP](https://docs.unity3d.com/Manual/upgrade-material.html)
  • Network accessline 25
    - [URP asset](https://docs.unity3d.com/Manual/urp/urp-asset-and-renderer.html)
  • Network accessline 26
    - [Prepare and upgrade sprites for 2D lighting in URP](https://docs.unity3d.com/Manual/urp/PrepShader.html)
  • Network accessline 27
    - [Set up a render pipeline](https://docs.unity3d.com/Manual/render-pipelines-set-up.html)
  • Network accessline 28
    - [Update believable visuals in URP and HDRP](https://docs.unity3d.com/Manual/BestPracticeMakingBelievableVisuals0.html)

skills/migrate-birp-to-urp/references/quality-settings-map.md

  • Network accessline 7
    - [Convert Built-in quality settings to URP](https://docs.unity3d.com/Manual/urp/birp-onboarding/quality-presets.html)
  • Network accessline 8
    - [Find Built-in quality settings in URP](https://docs.unity3d.com/Manual/urp/birp-onboarding/quality-settings-location.html)
  • Network accessline 9
    - [Universal Render Pipeline asset](https://docs.unity3d.com/Manual/urp/urp-asset-and-renderer.html)
  • Network accessline 10
    - [Change how lights fade to match the Built-In Render Pipeline](https://docs.unity3d.com/Manual/urp/birp-onboarding/birp-light-falloff-in-urp.html)

skills/new-unity-project/SKILL.md

skills/optimize-text-mesh-pro/SKILL.md

  • Network accessline 172
    - TextMeshPro - Atlas Population Mode (Unity Manual): https://docs.unity3d.com/Packages/com.unity.textmeshpro@latest/manual/FontAssets.html

skills/optimize-web/SKILL.md

  • Network accessline 29
    If the Editor install folder has a `Data/Documentation` folder (eg `...Unity/Hub/Editor/6000.6.0b2/Editor/Data/Documentation`), read the html files from the `<editor-install>/Editor/Data/Documentation/en/Manual` folder. Otherwise the docs p
  • Network accessline 31
    For the packages this skill uses (`com.unity.cloud.ktx`, `com.unity.addressables`, `com.unity.web.stripping-tool`), the docs pages are local markdown conversions of the Unity Manual, stored at `<project-folder>/Library/PackageCache/<package
  • Network accessline 41
    - [Recommended Player settings to optimize your Web build](https://docs.unity.com/en-us/engine/<VERSION>/manual/platform-specific/webgl/building-distribution/web-optimization/player.md) — local `web-optimization-player.html`: release values
  • Network accessline 42
    - [Use C# code to enable optimization settings](https://docs.unity.com/en-us/engine/<VERSION>/manual/platform-specific/webgl/building-distribution/web-optimization/c-sharp.md) — local `web-optimization-c-sharp.html`: editor script that appl
  • Network accessline 43
    - [Remove unused resources from your Web build](https://docs.unity.com/en-us/engine/<VERSION>/manual/platform-specific/webgl/building-distribution/web-optimization/remove-resources.md) — local `web-optimization-remove-resources.html`: remov
  • Network accessline 44
    - [Distribution size and code stripping](https://docs.unity.com/en-us/engine/<VERSION>/manual/platform-specific/webgl/building-distribution/distributionsize-codestripping.md) — local `webgl-distributionsize-codestripping.html`: what drives 
  • Network accessline 45
    - [Deploy a Web application](https://docs.unity.com/en-us/engine/<VERSION>/manual/platform-specific/webgl/building-distribution/deploying.md) — local `webgl-deploying.html`: server compression headers, MIME types and Decompression Fallback.
  • Network accessline 46
    - [Memory in Unity Web](https://docs.unity.com/en-us/engine/<VERSION>/manual/platform-specific/webgl/develop/memory.md) — local `webgl-memory.html`: Wasm heap size, memory growth and browser memory limits.
  • Network accessline 52
    1. Use the `unity-cli` skill to check the project's Unity version. 2. If the Editor install folder has a `Data/Documentation` folder (e.g. `.../Unity/Hub/Editor/6000.6.0b2/Editor/Data/Documentation`), grep the html files in the `en/ScriptRe
  • Network accessline 53
    2. If the Editor install folder has a `Data/Documentation` folder (e.g. `.../Unity/Hub/Editor/6000.6.0b2/Editor/Data/Documentation`), grep the html files in the `en/ScriptReference` folder inside, and skip the remaining steps. 3. Otherwise,
  • Network accessline 54
    3. Otherwise, fetch and cache `https://docs.unity3d.com/<VERSION>/Documentation/ScriptReference/xrefmap.yml` (replace `<VERSION>` with the Unity version, e.g. `6000.3`). This file lists every public API member's fully qualified name as a `u
  • Network accessline 55
    4. Grep the yml file locally for a class or method instead of refetching per lookup. The file is large (about 6 MB), so don't read the whole file. 5. Convert the `uid` to a markdown page: remove the parameters in brackets, lowercase it, rep
  • Network accessline 56
    5. Convert the `uid` to a markdown page: remove the parameters in brackets, lowercase it, replace `.` with `/`, and add `.md`. Then fetch `https://docs.unity.com/en-us/engine/<VERSION>/script-reference/<converted uid>`. For example, `UnityE
  • Network accessline 57
    - Constructors use `ctor` (e.g. `unityengine/vector3/ctor.md`), and indexers use `item` (e.g. `unityengine/vector3/item.md`).    - For operators, fetch the class page (e.g. `unityengine/vector3.md`) and follow its link.    - Links inside th
  • Network accessline 58
    - For operators, fetch the class page (e.g. `unityengine/vector3.md`) and follow its link.    - Links inside the pages start with `/engine/`. Add `https://docs.unity.com/en-us` before them.    - If the page doesn't exist for that Unity vers
  • Network accessline 59
    - Links inside the pages start with `/engine/`. Add `https://docs.unity.com/en-us` before them.
  • Network accessline 60
    - If the page doesn't exist for that Unity version, use the `href` in the `xrefmap.yml` entry instead (e.g. `href: 'Rigidbody.AddForce.html'` => `https://docs.unity3d.com/6000.3/Documentation/ScriptReference/Rigidbody.AddForce.html`).
  • Network accessline 66
    1. Read the installed package version from `Packages/packages-lock.json`. 2. Fetch and cache `https://docs.unity3d.com/Packages/com.unity.cloud.ktx@<version>/xrefmap.yml` (replace `<version>` with the installed package version, e.g. `3.4`).
  • Network accessline 67
    2. Fetch and cache `https://docs.unity3d.com/Packages/com.unity.cloud.ktx@<version>/xrefmap.yml` (replace `<version>` with the installed package version, e.g. `3.4`). This file maps every public API member's fully qualified name to its docs
  • Network accessline 402
    **GPU debugging** — No Frame Debugger support on Web. Use [Spector.js](https://spector.babylonjs.com/) as a browser-based alternative — it captures draw calls and WebGL state.

skills/optimize-web/scripts/toktx-examples.sh

  • Executable scriptline 1
    Executable file

skills/physics-3d-collision/references/troubleshooting.md

  • Network accessline 1
    # Resources - [Unity Manual: Collision callbacks and Rigidbody interaction](https://docs.unity3d.com/Manual/CollidersOverview.html)
  • Network accessline 2
    - [Unity Manual: Collision callbacks and Rigidbody interaction](https://docs.unity3d.com/Manual/CollidersOverview.html)
  • Network accessline 3
    - [Unity Manual: Layer Collision Matrix](https://docs.unity3d.com/Manual/LayerBasedCollision.html)
  • Network accessline 4
    - [Unity Manual: Physics.Raycast](https://docs.unity3d.com/ScriptReference/Physics.Raycast.html)
  • Network accessline 5
    - [Unity Manual: Rigidbody collision detection modes](https://docs.unity3d.com/Manual/RigidbodiesOverview.html)
  • Network accessline 6
    - [Unity Manual: Physics.SyncTransforms](https://docs.unity3d.com/ScriptReference/Physics.SyncTransforms.html)
  • Network accessline 7
    - [Unity Manual: Rigidbody.Sleep / WakeUp](https://docs.unity3d.com/ScriptReference/Rigidbody.WakeUp.html)
  • Network accessline 8
    - [Unity Manual: CharacterController](https://docs.unity3d.com/Manual/class-CharacterController.html)

skills/setup-multiplayer-services/SKILL.md

  • Network accessline 10
    1. **Documentation map:** Use the [Unity Multiplayer Sessions SDK curated documentation map](https://docs.unity.com/en-us/mps-sdk/llms.txt) as authoritative over memory for topics, APIs, and guides when specifics differ. Use these reference

skills/setup-vivox-voice-chat/SKILL.md

  • Network accessline 17
    Use the [Unity Vivox curated documentation map](https://docs.unity.com/en-us/vivox-unity/llms.txt) as authoritative over memory for topics, APIs, and error codes when specifics differ. This skill and its references define **how** to apply t

skills/ui-uitk/references/svg-icons.md

  • Network accessline 37
    <svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24">
  • Network accessline 46
    <svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24">
  • Network accessline 53
    <svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24">
  • Network accessline 60
    <svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24">
  • Network accessline 67
    <svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24">
  • Network accessline 74
    <svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24">
  • Network accessline 81
    <svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24">
  • Network accessline 88
    <svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24">
  • Network accessline 95
    <svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24">
  • Network accessline 102
    <svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24">
  • Network accessline 110
    <svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24">

skills/unity-cli/CHANGELOG.md

  • Network accessline 3
    All notable changes to the `unity-cli` skill documentation are recorded here. The skill documents the published [`unity` CLI](https://public-cdn.cloud.unity3d.com/hub/prod/cli/);
  • Network accessline 4
    skill documents the published [`unity` CLI](https://public-cdn.cloud.unity3d.com/hub/prod/cli/);
  • Network accessline 7
    The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.1.0/). Sections are
  • Access to secretsline 182
    [Credential-related source omitted]

skills/unity-cli/SECURITY.md

  • Network accessline 3
    This skill documents the official first-party [`unity` CLI](https://public-cdn.cloud.unity3d.com/hub/prod/cli/). A few of its capabilities are powerful by design and are flagged by automated skill scanners. They are intentional, first-party
  • Network accessline 36
    `unity setup claude` installs a plugin into Claude Code, which automated scanners flag as an agent-persistence pattern. It is fenced as follows. It runs only when the user runs the command, and this skill tells an agent to run it only when 

skills/unity-cli/SKILL.md

  • Broad permissionsline 1
    Bash
  • Dangerous shell operationline 40
    unity command script eval 'new UnityEngine.GameObject("Joe");'
  • Dangerous shell operationline 92
    curl -fsSL https://unity.com/install.sh | bash
  • Network accessline 92
    curl -fsSL https://unity.com/install.sh | bash
  • Network accessline 97
    irm https://unity.com/install.ps1 | iex
  • Network accessline 167
    | `UNITY_NO_CRASH_REPORT` | — | Disable anonymous crash/error reporting (Sentry) entirely. | | `UNITY_NO_CLI_INVOKED_TELEMETRY` | — | Stop the anonymous once-per-run `cli telemetry` usage ping. Presence-based: any value counts. | | `DO_NOT_
  • Network accessline 168
    | `UNITY_NO_CLI_INVOKED_TELEMETRY` | — | Stop the anonymous once-per-run `cli telemetry` usage ping. Presence-based: any value counts. | | `DO_NOT_TRACK` | — | The cross-tool [Console Do Not Track](https://consoledonottrack.com) setting. An
  • Network accessline 169
    | `DO_NOT_TRACK` | — | The cross-tool [Console Do Not Track](https://consoledonottrack.com) setting. Any value but empty, `0` or `false` stops the `cli telemetry` usage ping and the upload of opt-in usage data. Licensing records are not aff
  • Access to secretsline 174
    [Credential-related source omitted]
  • Access to secretsline 179
    [Credential-related source omitted]
  • Access to secretsline 457
    [Credential-related source omitted]
  • Network accessline 493
    a token flag when the user already has a working credential helper. If they want a different token per organization, that is `git config --global credential.useHttpPath true` plus a multi-account helper such as [Git Credential Manager](http
  • Network accessline 494
    per organization, that is `git config --global credential.useHttpPath true` plus a multi-account helper such as [Git Credential Manager](https://github.com/git-ecosystem/git-credential-manager). The CLI passes the full repo URL so the helpe
  • Network accessline 495
    helper such as [Git Credential Manager](https://github.com/git-ecosystem/git-credential-manager).
  • Network accessline 505
    git init -b main # Download (do not pipe to a shell) a maintained Unity .gitignore: curl -fsSL https://raw.githubusercontent.com/github/gitignore/main/Unity.gitignore -o .gitignore
  • Network accessline 507
    curl -fsSL https://raw.githubusercontent.com/github/gitignore/main/Unity.gitignore -o .gitignore

skills/unity-cli/references/auth-license-cloud.md

  • Access to secretsline 47
    [Credential-related source omitted]
  • Network accessline 87
    [Credential-related source omitted]
  • Network accessline 88
    [Credential-related source omitted]
  • Access to secretsline 117
    [Credential-related source omitted]
  • Access to secretsline 125
    [Credential-related source omitted]

skills/unity-cli/references/build-run-test.md

  • Network accessline 213
    `--format github` is a global format value — accepted on every command, and settable via `UNITY_FORMAT` — that emits [GitHub Actions workflow commands](https://docs.github.com/actions/reference/workflow-commands-for-github-actions) for fail
  • Network accessline 234
    `--coverage` drives Unity's [Code Coverage package](https://docs.unity3d.com/Packages/com.unity.testtools.codecoverage@latest) by passing `-enableCodeCoverage -coverageResultsPath <path>` (plus `-coverageOptions` when `--coverage-options` i
  • Network accessline 513
    The [Unity Accelerator](https://docs.unity3d.com/Manual/UnityAccelerator.html) is Unity's asset-import cache server: on import the Editor downloads a prebuilt artifact on a hash hit instead of re-importing. It pays off exactly where the CLI

skills/unity-cli/references/collaboration.md

  • Network accessline 16
    **In-Editor counterpart.** These commands operate on the same annotation data as the [`com.unity.cloud.collaboration.tools`](https://packages.unity.com/com.unity.cloud.collaboration.tools)
  • Network accessline 17
    [`com.unity.cloud.collaboration.tools`](https://packages.unity.com/com.unity.cloud.collaboration.tools)
  • Network accessline 480
    # The API token is piped on stdin, so it never appears in the process list or CI logs. printf '%s' "$JIRA_TOKEN" | unity collaboration jira server test --cloud-org "$ORG" \   --url https://jira.example.com --username bot@example.com --key-f
  • Network accessline 481
    [Credential-related source omitted]
  • Access to secretsline 481
    [Credential-related source omitted]
  • Network accessline 482
    --url https://jira.example.com --username bot@example.com --key-from-stdin
  • Network accessline 483
    [Credential-related source omitted]
  • Access to secretsline 483
    [Credential-related source omitted]
  • Network accessline 484
    --url https://jira.example.com --username bot@example.com --name "Main Jira" --key-from-stdin
  • Access to secretsline 490
    [Credential-related source omitted]
  • Network accessline 510
    "jiraProjectConfigId": "6997204de238d85bc249625b",         "jiraIssueKey": "PROJ-1",         "jiraIssueUrl": "https://yourcompany.atlassian.net/browse/PROJ-1",
  • Network accessline 511
    "jiraIssueKey": "PROJ-1",         "jiraIssueUrl": "https://yourcompany.atlassian.net/browse/PROJ-1",         "sourceAnnotationId": "698e04cb85335d04c814ea67",
  • Network accessline 512
    "jiraIssueUrl": "https://yourcompany.atlassian.net/browse/PROJ-1",

skills/unity-cli/references/config-hub.md

  • Network accessline 31
    # Persist a proxy URL unity config proxy http://proxy.example.com:8080
  • Network accessline 32
    unity config proxy http://proxy.example.com:8080
  • Network accessline 38
    # Persist with bypass list (hosts that should NOT go through the proxy) unity config proxy http://proxy.example.com:8080 --bypass "localhost,127.0.0.1,*.internal"
  • Network accessline 39
    unity config proxy http://proxy.example.com:8080 --bypass "localhost,127.0.0.1,*.internal"
  • Network accessline 41
    # SOCKS / PAC variants unity config proxy socks5://proxy.example.com:1080 unity config proxy pac+http://wpad.example.com/proxy.pac
  • Network accessline 42
    unity config proxy socks5://proxy.example.com:1080 unity config proxy pac+http://wpad.example.com/proxy.pac unity config proxy pac+file:///etc/proxy.pac
  • Network accessline 43
    unity config proxy pac+http://wpad.example.com/proxy.pac
  • Network accessline 50
    **Supported schemes:** `http://`, `https://`, `socks://`, `socks4://`, `socks4a://`, `socks5://`, `socks5h://`, `pac+http://`, `pac+https://`, `pac+file://`.
  • Network accessline 86
    View or change the [Unity Accelerator](https://docs.unity3d.com/Manual/UnityAccelerator.html) (asset-import cache server) endpoint. Once persisted, `unity run`, `unity test` and `unity build` inject it into the Editor automatically — see [b
  • Network accessline 103
    **The value is `host:port`, not a URL.** A scheme is rejected rather than stripped (`http://cache.example.com:10080` fails with exit 6), because `-cacheServerEndpoint` takes a host and a port — persisting a URL would produce a silent non-co
  • Network accessline 141
    | Key | Same as | Notes | |---|---|---| | `proxy` | `unity config proxy <url>` | Secret-shaped values are redacted on read/echo (`http://***:***@host`) — the real value is still stored and used. |
  • Network accessline 142
    |---|---|---| | `proxy` | `unity config proxy <url>` | Secret-shaped values are redacted on read/echo (`http://***:***@host`) — the real value is still stored and used. | | `proxy.bypass` | `unity config proxy <url> --bypass <hosts>` | Comm
  • Network accessline 143
    | `proxy` | `unity config proxy <url>` | Secret-shaped values are redacted on read/echo (`http://***:***@host`) — the real value is still stored and used. |

skills/unity-cli/references/diagnostics-maintenance.md

  • Network accessline 110
    A **"Third-party components"** section lists every open-source runtime dependency the binary bundles — the .NET runtime plus each direct NuGet package — with its version and SPDX license identifier, and points at `https://spdx.org/licenses/
  • Network accessline 369
    - explicitly turning analytics off (`unity analytics opt-out`, answering `n` at the prompt, or turning it off in the Hub while signed in to the Hub; a Hub opt-out made while signed out is not visible to the CLI and does not stop it); - `DO_
  • Network accessline 370
    - `DO_NOT_TRACK` set to any value but empty, `0` or `false` ([consoledonottrack.com](https://consoledonottrack.com));
  • Dangerous shell operationline 681
    - **`curl | sh` install** — keeps updating itself in place.
  • Network accessline 681
    - **`curl | sh` install** — keeps updating itself in place.
  • Dangerous shell operationline 683
    - **Package-manager install** — points you at the owning manager instead of replacing the binary. The `.deb` and `.rpm` packages are published to Unity's apt and rpm repositories on every beta and GA release (rpm packages are GPG-signed), s

skills/unity-cli/references/editors-install.md

  • Network accessline 249
    - **Accepting is the user's decision.** On a terminal `accept` prints the terms link (https://unity.com/legal/editor-terms-of-service/software) and the path of the terms file the Editor ships, then asks. Without a terminal (`--non-interacti
  • Network accessline 367
    Unity ships no Linux arm64 Editor. On a Linux arm64 host you can opt in to running the x86_64 Editor under [FEX-Emu](https://github.com/FEX-Emu/FEX) by setting `UNITY_EXPERIMENTAL_FEX_EMU=1`. The opt-in takes effect only when a FEX-Emu entr
  • Network accessline 369
    This is **experimental and unsupported**: C# script compilation is known to crash under FEX-Emu ([FEX-Emu/FEX#5766](https://github.com/FEX-Emu/FEX/issues/5766)), so don't use it for real development. Every command it affects says so: a warn

skills/unity-cli/references/integration-advanced.md

  • Network accessline 188
    - It runs `agy plugin install https://github.com/Unity-Technologies/unity-agent-plugin`.
  • Dangerous shell operationline 456
    unity command script eval "return Application.unityVersion;" --project-path /path/to/MyProject
  • Dangerous shell operationline 472
    unity command script eval "return Application.unityVersion;"
  • Dangerous shell operationline 693
    `unity command script eval "return Application.unityVersion;"` or `unity command script eval_file snippet.cs`.
  • Network accessline 1028
    unity shell # unity> status --format json # unity> config proxy http://proxy:8080
  • Network accessline 1029
    # unity> status --format json # unity> config proxy http://proxy:8080 # unity> config proxy            # the write above is visible to this read
  • Network accessline 1030
    # unity> config proxy http://proxy:8080

skills/unity-cli/references/playmode-verification-loop.md

  • Dangerous shell operationline 105
    unity command script eval "return UnityEngine.Application.runInBackground;"   # note the project's value
  • Dangerous shell operationline 106
    unity command script eval "UnityEngine.Application.runInBackground = true;"
  • Dangerous shell operationline 233
    unity command script eval "UnityEngine.Time.timeScale = 0.5f;"
  • Dangerous shell operationline 275
    unity command script eval "<C# to inspect or tune the running game>"

skills/unity-cli/references/projects-templates.md

  • Access to secretsline 219
    [Credential-related source omitted]
  • Network accessline 255
    # Clone an arbitrary git URL instead (HTTPS, or SSH via the standard # git user@host:path shorthand) — no --vcs/--vcs-namespace/--vcs-repo needed unity projects clone https://github.com/my-org/my-game.git
  • Network accessline 256
    # git user@host:path shorthand) — no --vcs/--vcs-namespace/--vcs-repo needed unity projects clone https://github.com/my-org/my-game.git unity projects clone --ref develop <ssh-clone-url-for-your-host>
  • Network accessline 257
    unity projects clone https://github.com/my-org/my-game.git
  • Access to secretsline 265
    [Credential-related source omitted]
  • Network accessline 379
    gh auth login --hostname ghe.example.com glab auth login --hostname gitlab.example.com tea login add --name work --url https://gitea.example.com
  • Network accessline 381
    tea login add --name work --url https://gitea.example.com
  • Access to secretsline 392
    [Credential-related source omitted]
  • Network accessline 667
    --vcs github --git-namespace my-org --git-repo my-game --git-token-from-stdin # Attach to an ALREADY-EXISTING remote instead of creating one — pass its URL unity projects link vcs /path/to/MyProject https://github.com/my-org/my-game.git
  • Network accessline 668
    # Attach to an ALREADY-EXISTING remote instead of creating one — pass its URL unity projects link vcs /path/to/MyProject https://github.com/my-org/my-game.git # Undo a half-finished link instead of resuming it
  • Network accessline 669
    unity projects link vcs /path/to/MyProject https://github.com/my-org/my-game.git

skills/unity-package-management/SKILL.md

skills/unity-package-management/references/select-packages.md

  • Network accessline 42
    # Full metadata for one package: versions{}, dist-tags.latest, description, dependencies. # -f makes curl fail (non-zero) on HTTP errors — e.g. a 404 for a bad id — instead of piping
  • Network accessline 43
    # -f makes curl fail (non-zero) on HTTP errors — e.g. a 404 for a bad id — instead of piping
  • Dangerous shell operationline 45
    curl -fsSL https://packages.unity.com/com.unity.cinemachine | python3 -m json.tool | head -40
  • Network accessline 45
    curl -fsSL https://packages.unity.com/com.unity.cinemachine | python3 -m json.tool | head -40
  • Network accessline 47
    # Just the latest published version curl -fsSL https://packages.unity.com/com.unity.cinemachine \
  • Dangerous shell operationline 48
    curl -fsSL https://packages.unity.com/com.unity.cinemachine    | python3 -c "import sys,json;print(json.load(sys.stdin)['dist-tags']['latest'])"
  • Network accessline 48
    curl -fsSL https://packages.unity.com/com.unity.cinemachine \
  • Network accessline 53
    HTTP (the npm `-/v1/search` endpoint is not available — it 404s). For keyword discovery, use `Client.SearchAll()` in-Editor, the Package Manager window, or the [Unity package documentation](https://docs.unity3d.com/Manual/pack-keys.html).
  • Network accessline 55
    [Unity package documentation](https://docs.unity3d.com/Manual/pack-keys.html).

skills/unity-pipeline/SKILL.md

  • Dangerous shell operationline 154
    ## 5. Quick C# eval (Editor or dev Player)
  • Dangerous shell operationline 160
    unity command script eval "return 2 + 2;"
  • Dangerous shell operationline 161
    unity command script eval "return UnityEngine.Time.timeScale;" --runtime MyGame
  • Network accessline 313
    The Pipeline package ships its documentation in its `Documentation~` folder. For a registry install that is `<project>/Library/PackageCache/com.unity.pipeline@*/Documentation~/`; the same pages are published at `https://docs.unity3d.com/Pac
  • Network accessline 315
    published at `https://docs.unity3d.com/Packages/com.unity.pipeline@<VERSION>/`. Only read what you need.

How the signals fit together

Facts from a static read of the files at the pinned commit. They describe what the code does, not why.

Some files could not be read; the facts below still hold.

Combined signals: 2 facts
Declared and executed: 1 fact
Signal confidence: 363 facts

and 313 more

Works with

Agent compatibility, from the files in this repository
AgentStatusEvidenceInstall to
Claude CodeCompatibleStandard SKILL.md skills/2d-pixel-perfect/SKILL.md.claude/skills/<skill-name>/
CodexCompatibleStandard SKILL.md skills/2d-pixel-perfect/SKILL.md.agents/skills/<skill-name>/
CursorCompatibleStandard SKILL.md skills/2d-pixel-perfect/SKILL.md.cursor/skills/<skill-name>/
Gemini CLICompatibleStandard SKILL.md skills/2d-pixel-perfect/SKILL.md.gemini/skills/<skill-name>/
GitHub CopilotCompatibleStandard SKILL.md skills/2d-pixel-perfect/SKILL.md.github/skills/<skill-name>/
OpenCodeCompatibleStandard SKILL.md skills/2d-pixel-perfect/SKILL.md.opencode/skills/<skill-name>/
  • Native The repository ships a manifest, folder or frontmatter field for this agent.
  • Compatible A standard SKILL.md that this agent can read.
  • Unknown No evidence either way.

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