#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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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
Individual skills in this repository
- 2d-pixel-perfect
skills/2d-pixel-perfect - asset-transformer-toolkit
skills/asset-transformer-toolkit - audio-setup-mixers
skills/audio-setup-mixers - build-gtk
skills/build-gtk - build-live-game
skills/build-live-game - craft-game-floors
skills/craft-game-floors - create-2d-physics
skills/create-2d-physics - create-tile-palette-or-rule-tiles
skills/create-tile-palette-or-rule-tiles - generate-editor-search-query
skills/generate-editor-search-query - implement-in-app-purchases
skills/implement-in-app-purchases - initialize-ai-navigation
skills/initialize-ai-navigation - levelplay-unity-integration
skills/levelplay-unity-integration - localization
skills/localization - manage-sprite-atlas
skills/manage-sprite-atlas - migrate-birp-to-urp
skills/migrate-birp-to-urp - new-unity-project
skills/new-unity-project - optimize-audio
skills/optimize-audio - optimize-text-mesh-pro
skills/optimize-text-mesh-pro - optimize-web
skills/optimize-web - physics-3d-collision
skills/physics-3d-collision - project-auditor-fixes
skills/project-auditor-fixes - setup-multiplayer-services
skills/setup-multiplayer-services - setup-vivox-voice-chat
skills/setup-vivox-voice-chat - shader-graph-create-custom-node
skills/shader-graph-create-custom-node - sprite-editor
skills/sprite-editor - sprite-segment-3x3grid
skills/sprite-segment-3x3grid - ui
skills/ui - ui-imgui
skills/ui-imgui - ui-ugui
skills/ui-ugui - ui-uitk
skills/ui-uitk - unity-cli
skills/unity-cli - unity-package-management
skills/unity-package-management - unity-pipeline
skills/unity-pipeline - urp-postprocessing
skills/urp-postprocessing - validate-urp-render-graph-renderer-feature
skills/validate-urp-render-graph-renderer-feature
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 tokensAlways available to the agent
SKILL.md
2,520 tokensWhen the skill is activated
Reference documents
1,148 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- ⚠ There Are Two Completely Separate Implementations
- When NOT to use this skill
- Critical Reminders
- Key Principles
- Diagnostic Checklist
- API Reference
- Reference Resolution
- Migration & Compatibility
- Common Issues & Solutions
Files
SKILL.mdcore9,982 bytesreferences/api-reference.mddoc4,149 bytesreferences/camera-setup-builtin.csasset1,726 bytesreferences/camera-setup-urp.csasset2,350 bytesreferences/pipeline-detection.csasset2,223 bytesreferences/sprite-settings.csasset1,362 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubasset-transformer-toolkit
When your agent uses it
Imports 3D models and point clouds with Asset Transformer Toolkit (formerly Pixyz), and creates, edits, and runs RuleSets, Actions, and LODs. Use for Pixyz or Asset Transformer imports, RuleSets, or ImporterScriptableObjects. Requires toolkit 4.0+.
What it loads into context
Frontmatter
96 tokensAlways available to the agent
SKILL.md
679 tokensWhen the skill is activated
Reference documents
6,815 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
Files
SECURITY.mddoc1,268 bytesSKILL.mdcore2,944 bytesapi-docs/rule-api.mddoc3,906 bytesapi-docs/ruleblock-api.mddoc1,012 bytesapi-docs/ruleset-api.mddoc4,090 bytesreferences/create-importer.mddoc6,238 bytesreferences/lods.mddoc3,313 bytesreferences/rulesets-and-actions.mddoc10,265 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubaudio-setup-mixers
When your agent uses it
Routes Audio Sources into existing Audio Mixer Groups, classifying each source by what it plays. Use when the user asks about cleaning up mixer assignments, routing audio through a mixer, or which group a sound belongs in.
What it loads into context
Frontmatter
54 tokensAlways available to the agent
SKILL.md
1,716 tokensWhen the skill is activated
Reference documents
2,164 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Step 0: Confirm you can run C# in the Editor
- Step 1: Pre-flight
- Step 2: Find scene references
- Step 3: Agree the group list, and get any missing groups created
- Step 4: Route the Audio Sources
- References
Files
SECURITY.mddoc1,297 bytesSKILL.mdcore7,510 bytesSKILL.mdcore7,510 bytesreferences/api.mddoc8,243 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubbuild-gtk
When your agent uses it
Builds node-based Editor tools with Unity Graph Toolkit (GTK) on Unity 6.6+: graphs, nodes, ports and validation, State Machine API tools on 6.7+, and runtime assets via a scripted importer. Use for custom graph, node or state machine editors, or migrating a GraphView tool. Not for Shader Graph, VFX Graph or Animator Controllers.
What it loads into context
Frontmatter
103 tokensAlways available to the agent
SKILL.md
4,373 tokensWhen the skill is activated
Reference documents
10,696 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Important
- References
- Step 1: Check the Editor version and pick the API
- Mental model
- Workflow A: build a graph tool
- Workflow B: build a state machine tool (Unity 6.7 and newer)
- Editing a graph from code
- Decisions
- Constraints
- Verify
- Final report
- Topic map
Files
SKILL.mdcore18,099 bytesSKILL.mdcore18,099 bytesSKILL.mdcore18,099 bytesSKILL.mdcore18,099 bytesSKILL.mdcore18,099 bytesSKILL.mdcore18,099 bytesSKILL.mdcore18,099 bytesSKILL.mdcore18,099 bytesSKILL.mdcore18,099 bytesSKILL.mdcore18,099 bytesSKILL.mdcore18,099 bytesSKILL.mdcore18,099 bytesSKILL.mdcore18,099 bytesSKILL.mdcore18,099 bytesreferences/graph-api.mddoc15,226 bytesreferences/pitfalls.mddoc7,554 bytesreferences/runtime-and-visualization.mddoc8,152 bytesreferences/state-machine-api.mddoc13,319 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubbuild-live-game
When your agent uses it
Builds and operates a live game's backend with Unity Gaming Services. Make sure to use this skill when the user wants trusted server-side game logic, player progress, remote configuration, sign-in, achievements, battle passes or leaderboards.
What it loads into context
Frontmatter
53 tokensAlways available to the agent
SKILL.md
4,264 tokensWhen the skill is activated
Reference documents
71,379 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Before You Start
- Glossary
- Documentation Map
- UGS Packages
- Initialization Pattern
- Architecture — How Packages Combine
- Core Services — Quick Reference
- Common Architecture Patterns
- Validation
- Detailed References
- Final Report
Files
SKILL.mdcore18,752 bytesreferences/achievements.mddoc31,002 bytesreferences/apis.mddoc10,627 bytesreferences/authentication.mddoc18,558 bytesreferences/battlepass.mddoc39,992 bytesreferences/blueprints-and-samples.mddoc5,947 bytesreferences/cloud-code-cloudbehaviours.mddoc62,489 bytesreferences/cloud-code-modules.mddoc59,743 bytesreferences/cloud-code.mddoc3,816 bytesreferences/cloud-save.mddoc16,824 bytesreferences/deployment.mddoc9,794 bytesreferences/player-account.mddoc30,821 bytesreferences/remote-config.mddoc3,384 bytesreferences/tooling.mddoc12,324 bytesreferences/ugs-cli.mddoc6,644 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubcraft-game-floors
When your agent uses it
Makes a Unity game look and feel finished: art style, lighting, juice, sound, menus, saves and look scoring. Use when building a new game's first playable version, or when a game looks like programmer art, feels flat or silent, or needs polish.
What it loads into context
Frontmatter
82 tokensAlways available to the agent
SKILL.md
2,028 tokensWhen the skill is activated
Reference documents
14,953 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Entering mid-flow
- The floors — numbered in build order, read each at its moment
- The boundary (what this skill is not)
- The done gate
- Final report
- Common mistakes
Files
SECURITY.mddoc1,711 bytesSKILL.mdcore8,540 bytesreferences/art-direction.mddoc6,600 bytesreferences/camera-rigs.mddoc5,953 bytesreferences/character-motion.mddoc4,348 bytesreferences/game-audio.mddoc5,028 bytesreferences/game-feel.mddoc5,050 bytesreferences/game-shell.mddoc5,319 bytesreferences/live-floor.mddoc6,719 bytesreferences/placeholder-assets.mddoc4,215 bytesreferences/scene-lighting.mddoc5,000 bytesreferences/toon-shading.mddoc3,492 bytesreferences/vfx.mddoc4,497 bytesreferences/visual-scorecard.mddoc6,337 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubcreate-2d-physics
When your agent uses it
Creates and fixes Unity 2D physics in both systems, 2D Physics Core and the legacy Rigidbody 2D system. Use when the user asks about any 2D physics task, even if neither system is named. Not for 3D physics.
What it loads into context
Frontmatter
97 tokensAlways available to the agent
SKILL.md
2,593 tokensWhen the skill is activated
Reference documents
4,216 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Important
- Step 0: Which physics system
- Full topic map
- Worked examples
- Final step
- Final report
Files
SECURITY.mddoc1,296 bytesSKILL.mdcore10,563 bytesreferences/2d-physics-core.mddoc13,164 bytesreferences/legacy-2d-physics.mddoc2,652 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubcreate-tile-palette-or-rule-tiles
When your agent uses it
Create a 2D tile palette from sprites or textures, or make tiles change based on their neighbours. Use for tile palettes or self-connecting tiles, even when the user doesn't name them.
What it loads into context
Frontmatter
53 tokensAlways available to the agent
SKILL.md
271 tokensWhen the skill is activated
Reference documents
7,800 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
Files
SKILL.mdcore1,207 bytesreferences/hexagonalruletile.mddoc4,628 bytesreferences/palette-create.mddoc1,117 bytesreferences/ruletile-createempty.mddoc1,674 bytesreferences/ruletile-createfromsegment.mddoc12,651 bytesreferences/ruletile.mddoc9,547 bytesscripts/CreatePaletteTemplate.csasset5,606 bytesscripts/ManualWorkflowExample.csasset2,299 bytesscripts/RuleTileGenerator.csasset1,914 bytesscripts/TilemapRuleTileCreateFromSegment.csasset10,080 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgenerate-editor-search-query
When your agent uses it
Generates Unity Search queries and opens the Search window to find assets or scene objects. Use when the user asks to find, filter, or list assets, GameObjects, components, or references in the Editor, not on disk.
What it loads into context
Frontmatter
66 tokensAlways available to the agent
SKILL.md
1,534 tokensWhen the skill is activated
Reference documents
2,591 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Default Behavior
- Scope
- References
- Passing C# to `script eval`
- Query Generation Rules
- Opening Unity Search
- Response Format
- Validation Checklist
Files
SECURITY.mddoc1,778 bytesSKILL.mdcore6,979 bytesreferences/open-search-window.mddoc2,845 bytesreferences/query-patterns.mddoc6,270 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubimplement-in-app-purchases
When your agent uses it
Implements, configures, and debugs Unity In-App Purchases, including subscriptions, receipt validation, and direct-to-customer payments via Stripe or Coda. Use when asked about real-money purchases or microtransactions, or migrating from native store billing, RevenueCat, Adapty, Essential Kit, or UniPay.
What it loads into context
Frontmatter
74 tokensAlways available to the agent
SKILL.md
2,471 tokensWhen the skill is activated
Reference documents
52,420 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Before You Start
- Detailed References
- Initialization Flow
- Fetching Products
- Two-Step Purchase Flow
- Restore Transactions
- Receipt Validation
- Entitlement Checking
- Fetch Existing Purchases
- Subscription Info
- Required Event Subscriptions
- Failure Description Property Names
- Validation
Files
SKILL.mdcore10,704 bytesreferences/api-notes.mddoc23,400 bytesreferences/codeless-catalog.mddoc18,201 bytesreferences/convert-adapty.mddoc14,382 bytesreferences/convert-essentialkit.mddoc11,857 bytesreferences/convert-revenuecat.mddoc14,223 bytesreferences/convert-unipay.mddoc6,829 bytesreferences/migration-v4-to-v5.mddoc19,916 bytesreferences/path-add-iap-to-new-project.mddoc9,544 bytesreferences/path-convert-native-google-billing.mddoc19,273 bytesreferences/path-convert-native-storekit.mddoc25,771 bytesreferences/path-implement-iap-d2c.mddoc44,791 bytesreferences/platform-notes.mddoc7,367 bytesreferences/pre-check.mddoc8,799 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubinitialize-ai-navigation
When your agent uses it
Sets up and configures Unity AI Navigation, including NavMesh surfaces, agents, obstacles, and links. Use when the user asks about navigation meshes, pathfinding, patrol routes, or obstacle avoidance.
What it loads into context
Frontmatter
48 tokensAlways available to the agent
SKILL.md
1,202 tokensWhen the skill is activated
Reference documents
8,154 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Routing Logic
- Workflow
Files
SKILL.mdcore5,311 bytesreferences/navigation-system.mddoc35,197 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHublevelplay-unity-integration
When your agent uses it
Integrates the LevelPlay ad mediation SDK via the Ads Mediation package. Use when the user asks about adding rewarded, interstitial, or banner ads, mediation or ad privacy setup, Android or iOS ad dependency build failures, or migrating from Unity Ads or IronSource APIs.
What it loads into context
Frontmatter
67 tokensAlways available to the agent
SKILL.md
8,382 tokensWhen the skill is activated
Reference documents
54,299 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Integration Workflow
- Adding More Ad Formats Later
- Best Practices
- Common Issues and Solutions
- When to Read Detailed References
- Examples
- Core Rules (reminder)
Files
CHANGELOG.mddoc6,866 bytesREADME.mddoc3,994 bytesSKILL.mdcore38,227 bytesreferences/banner-api.mddoc24,998 bytesreferences/best-practices.mddoc19,408 bytesreferences/dependency-resolution.mddoc4,848 bytesreferences/ilrd-api.mddoc13,269 bytesreferences/initialization-api.mddoc29,797 bytesreferences/interstitial-api.mddoc24,935 bytesreferences/ios-setup.mddoc16,926 bytesreferences/migration-sdk-9.mddoc30,424 bytesreferences/privacy-settings.mddoc18,384 bytesreferences/rewarded-api.mddoc26,519 bytesreferences/testing-and-validation.mddoc10,177 bytesreferences/troubleshooting.mddoc4,901 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHublocalization
When your agent uses it
Sets up and configures Unity Localization, including locales, String and Asset Tables, and CJK fonts. Use when the user asks to add languages, translate UI text, or mentions i18n or multilingual support.
What it loads into context
Frontmatter
49 tokensAlways available to the agent
SKILL.md
5,894 tokensWhen the skill is activated
Reference documents
709 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 0. Package Installation Check
- 1. Localization Settings & Locales
- 2. Modifying Localization Tables
- 3. UI Localization and Layout
- 4. Asian Language Font Support (CJK)
- 5. Automatic Layout (UGUI)
- 6. Recommended Translation Strategy
- API Reference
- 7. Accelerated Localization Workflow
Files
SKILL.mdcore26,191 bytesSKILL.mdcore26,191 bytesreferences/api-notes.mddoc3,238 bytesresources/L10nBatchProcessor.csasset9,856 bytesresources/LocalizedFontAsset.csasset615 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubmanage-sprite-atlas
When your agent uses it
Manages SpriteAtlas assets through a prebuild pipeline, covering master and variant atlases, packing settings, and platform overrides. Use when asked to create or optimize sprite atlases.
What it loads into context
Frontmatter
46 tokensAlways available to the agent
SKILL.md
4,199 tokensWhen the skill is activated
Reference documents
7,042 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 🚨 CRITICAL: Required Checks and User Inputs Before Implementation
- 🚨 CRITICAL: Default Approach is Prebuild Generation
- 🚨 CRITICAL: Sprite Source Location Restriction
- Critical V2 Architecture
- Core V2 Workflow (Reference Only - Use Prebuild Instead)
- Prerequisites
- Quick Start: Automated Prebuild Generation (DEFAULT APPROACH)
- Advanced: Manual Authoring (NOT Default - Use Only When Explicitly Requested)
- Key Requirements (V2-Specific)
- Detailed Reference
- Namespaces
Files
SKILL.mdcore18,459 bytesreferences/addressables-delivery.mddoc2,724 bytesreferences/api.mddoc9,844 bytesreferences/best-practices.mddoc6,366 bytesreferences/common-errors.mddoc5,134 bytesreferences/custom-packing.mddoc4,942 bytesreferences/manual-authoring.mddoc1,557 bytesresources/authoringvsruntime.csasset6,767 bytesresources/buildaddressablespostprocess.csasset1,885 bytesresources/cacheloadedatlases.csasset4,164 bytesresources/cleanupbatchoperations.csasset3,889 bytesresources/createandconfiguremasteratlas.csasset2,505 bytesresources/custompackersetup.csasset3,098 bytesresources/deprecatedmethods.csasset5,037 bytesresources/dontmodifywithoutsaving.csasset4,006 bytesresources/dontpackinruntimebuilds.csasset6,284 bytesresources/dontscriptspriteatlasineditor.csasset4,221 bytesresources/editorconfiguration.csasset3,332 bytesresources/enablespritepacking.csasset5,976 bytesresources/gridspritepacker.csasset1,591 bytesresources/handlelatebinding.csasset4,552 bytesresources/handlenullcases.csasset4,027 bytesresources/migratev1tov2.csasset11,107 bytesresources/multipagepacker.csasset2,538 bytesresources/optimizetexturesettings.csasset6,528 bytesresources/packerdebugging.csasset5,225 bytesresources/packtransform.csasset1,286 bytesresources/platformnames.csasset3,743 bytesresources/queryspritesefficiently.csasset6,401 bytesresources/registercallbacks.csasset4,734 bytesresources/runtimeatlasloader.csasset499 bytesresources/runtimespriteaccess.csasset608 bytesresources/savespriteatlasasset.csasset3,510 bytesresources/scriptablepacker.csasset2,646 bytesresources/setincludeinbuild.csasset5,361 bytesresources/sizeoptimizedpacker.csasset2,796 bytesresources/spriteatlaslatebinding.csasset3,642 bytesresources/spriteatlasprebuildgenerator.csasset8,085 bytesresources/spritedata.csasset1,010 bytesresources/spritepack.csasset951 bytesresources/texturedata.csasset376 bytesresources/updatebuildscripts.csasset11,905 bytesresources/updatesettingsconfiguration.csasset4,525 bytesresources/usevariantswisely.csasset6,420 bytesresources/variantatlas.csasset1,313 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubmigrate-birp-to-urp
When your agent uses it
Plans, executes, and troubleshoots migration from the Built-in Render Pipeline to URP. Use when asked to convert a project, scene, material, or shader to URP, or to fix visuals broken by the change.
What it loads into context
Frontmatter
57 tokensAlways available to the agent
SKILL.md
11,089 tokensWhen the skill is activated
Reference documents
18,473 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Mandatory Execution Reference
- Critical Default
- Execution path: running C# in the Editor
- 0. Pre-Flight: Pipeline Detection and Reference Loading
- 1. Assess Current Migration State
- 2. Gather Requirements
- 3. Safety Gate
- 4. Choose the Migration Path
- 5. URP Setup Workflow
- 6. Conversion Workflow
- 7. Shader and Material Triage
- 8. Post-Processing, Cameras, and Rendering-Effect Triage
- 9. Quality, Lighting, and Visual Parity Review
- 10. Validation
- 11. Troubleshooting Decision Tree
- 12. Core Guardrails
- 13. Reporting Back
- References
Files
SECURITY.mddoc1,298 bytesSKILL.mdcore52,376 bytesSKILL.mdcore52,376 bytesSKILL.mdcore52,376 bytesSKILL.mdcore52,376 bytesSKILL.mdcore52,376 bytesSKILL.mdcore52,376 bytesSKILL.mdcore52,376 bytesSKILL.mdcore52,376 bytesSKILL.mdcore52,376 bytesSKILL.mdcore52,376 bytesreferences/capturing-the-editor.mddoc3,030 bytesreferences/complex-shader-situations.mddoc11,336 bytesreferences/custom-shader-triage.mddoc5,830 bytesreferences/implementation-patterns.mddoc30,716 bytesreferences/migration-workflow.mddoc26,445 bytesreferences/quality-settings-map.mddoc7,297 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubnew-unity-project
When your agent uses it
Guides creating a new Unity project, gathering concept, platforms, and monetization before setting up the project, source control, and packages. Use when the user asks to start a new game or prototype.
What it loads into context
Frontmatter
63 tokensAlways available to the agent
SKILL.md
5,077 tokensWhen the skill is activated
Reference documents
1,697 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Mode: paved by default, guided on request
- The Defaults table
- The assumptions manifest
- Before Step 1: check the delegated skills are loaded
- The flow — and where the parallelism is
- Step 1 — Concept
- Step 2 — Platforms & monetization, then start installing
- Step 3 — Join: project ready, result reconciled
- Step 4 — Source control
- Step 5 — Packages
- Step 6 — Player identity, then the craft floors
- Step 7 — Visual baseline
- Step 8 — Save & first commit
- Step 9 — Hand off
- Scope — what this skill does NOT do
- Checklist
- Common mistakes
Files
SECURITY.mddoc2,722 bytesSKILL.mdcore20,577 bytesSKILL.mdcore20,577 bytesSKILL.mdcore20,577 bytesSKILL.mdcore20,577 bytesSKILL.mdcore20,577 bytesreferences/skill-setup.mddoc4,633 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHuboptimize-audio
When your agent uses it
Optimizes audio memory, CPU cost, and playback quality through import settings and mixer configuration. Use when asked to reduce audio memory or Audio Mixer CPU cost, change clip Load Types, sample rates or codecs, or force 3D audio to mono.
What it loads into context
Frontmatter
58 tokensAlways available to the agent
SKILL.md
3,290 tokensWhen the skill is activated
Reference documents
2,145 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Critical Rules
- 0. Set up the execution path
- 1. Pre-Flight: Detect Audio System
- 2. Assess Current State
- 3. Understand Request
- 4. Primary Diagnostic Workflow
- 5. Validation
- 6. Troubleshooting
- 7. Completion
- Detailed References
- See Also
Files
SECURITY.mddoc1,293 bytesSKILL.mdcore14,611 bytesSKILL.mdcore14,611 bytesSKILL.mdcore14,611 bytesSKILL.mdcore14,611 bytesresources/audio-import-api.mddoc5,957 bytesresources/platform-settings.mddoc1,958 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHuboptimize-text-mesh-pro
When your agent uses it
Optimizes TextMeshPro rendering, memory, and font setup, including font asset stacks, fallback atlases, SDF quality, and worldspace text. Use when the user asks about TMP fonts, CJK or multilingual text, or text performance.
What it loads into context
Frontmatter
60 tokensAlways available to the agent
SKILL.md
2,233 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Triage — identify the symptom first
- Core Rules
- Font Stack & Dynamic Fallbacks
- Padding & Sampling Ratios
- Font Asset Scale
- Sprite Assets
- AutoSize
- Atlas Render Mode: SDF16
- Font Normalization
- Material Presets
- Dynamic OS Atlas Population (TMP 3.2.0-pre.3)
- Memory Profiler: Include Font Data
- Worldspace vs Canvas Text
- Common Pitfalls
- References
Files
SKILL.mdcore9,577 bytesSKILL.mdcore9,577 bytesSKILL.mdcore9,577 bytesSKILL.mdcore9,577 bytesSKILL.mdcore9,577 bytesSKILL.mdcore9,577 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHuboptimize-web
When your agent uses it
Optimizes Unity WebGL and WebGPU builds for smaller downloads, faster loading, and smoother browser performance. Use when asked to shrink a web build, speed up its load, or fix stutter, memory or battery problems in the browser.
What it loads into context
Frontmatter
55 tokensAlways available to the agent
SKILL.md
9,017 tokensWhen the skill is activated
Reference documents
283 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Important
- Performance Notes
- Full topic map
- Procedure
- Running C# in the Editor
- 0. Pre-Flight
- 1. Assess Current State
- 2. Understand Request
- 3. Web Build Optimization Workflow
- 4. Validation
- 5. Troubleshooting
- Final step
- Final report
- See also
Scripts executed separately
scripts/toktx-examples.sh
Files
SECURITY.mddoc1,291 bytesSKILL.mdcore38,771 bytesSKILL.mdcore38,771 bytesscripts/WebOptimizer.csasset2,713 bytesscripts/toktx-examples.shruns486 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubphysics-3d-collision
When your agent uses it
Diagnoses 3D PhysX collision and trigger problems. Use when OnCollisionEnter or OnTriggerEnter doesn't fire, objects pass through each other, raycasts miss, or a MeshCollider misbehaves. Also answers 2D and DOTS physics best-effort if no dedicated skill is available.
What it loads into context
Frontmatter
72 tokensAlways available to the agent
SKILL.md
6,469 tokensWhen the skill is activated
Reference documents
185 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- CRITICAL FACT (read first, do not override)
- Required Output -- non-negotiable
- STOP CHECK -- match before any tool call
- Tool Budget
- 1. Identify Your Symptom
- 2. Collision Callback Checklist
- 3. Trigger Callback Checklist
- 4. Raycast Checklist
- 5. Build vs Editor Differences
- 6. Physics.SyncTransforms
- 7. Contact Offset Gap
- 8. Time.timeScale and Physics Simulation
- 9. Rigidbody Sleeping
- 10. Validation
- 11. Resources
Files
SKILL.mdcore28,010 bytesSKILL.mdcore28,010 bytesreferences/troubleshooting.mddoc760 bytesresources/CollisionDebugger.csasset1,318 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubproject-auditor-fixes
When your agent uses it
Instructions for how to use Project Auditor to find and fix a list of issues.
What it loads into context
Frontmatter
36 tokensAlways available to the agent
SKILL.md
1,028 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Prerequisites
- Gotchas
- Best Practice
- Recipe
Files
SKILL.mdcore4,562 bytesSKILL.mdcore4,562 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubsetup-multiplayer-services
When your agent uses it
Guides real-time online multiplayer with Unity Multiplayer Services. Use when the user asks about network topology, hosting, matchmaking, or session-based play such as rooms, parties, and lobbies, not backend features.
What it loads into context
Frontmatter
51 tokensAlways available to the agent
SKILL.md
979 tokensWhen the skill is activated
Reference documents
6,126 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Instructions
- Priority: Multiplayer Sessions first
- Additional resources
Files
SKILL.mdcore4,638 bytesSKILL.mdcore4,638 bytesreferences/dgs-entrypoint.mddoc4,882 bytesreferences/entrypoints.mddoc10,924 bytesreferences/examples.mddoc1,649 bytesreferences/implementation-fit.mddoc4,653 bytesreferences/underlying-services.mddoc910 bytesreferences/workflows-prerequisites.mddoc3,294 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubsetup-vivox-voice-chat
When your agent uses it
Adds and configures in-game voice and text chat with Unity Vivox. Use when the user asks about voice chat, microphone permissions, mute controls, proximity voice, team and lobby channels, or direct messages.
What it loads into context
Frontmatter
74 tokensAlways available to the agent
SKILL.md
1,992 tokensWhen the skill is activated
Reference documents
4,114 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Documentation Map
- Detailed References
- Initialization Order (Do Not Skip Steps)
- Joining Channels
- Text Messaging
- Required Event Subscriptions
- Access Tokens (Brief)
- Validation
Files
SKILL.mdcore8,826 bytesSKILL.mdcore8,826 bytesreferences/events-and-participants.mddoc3,794 bytesreferences/init-and-login.mddoc3,656 bytesreferences/text-chat.mddoc3,008 bytesreferences/troubleshooting.mddoc3,507 bytesreferences/voice-channels.mddoc4,039 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubshader-graph-create-custom-node
When your agent uses it
Generates custom Shader Graph nodes from HLSL code. Use when the user wants a new Shader Graph node or to make existing HLSL work as a reflected function node.
What it loads into context
Frontmatter
64 tokensAlways available to the agent
SKILL.md
291 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Step 1: Generate an HLSL function definition
- Step 2: Decorate with Shader Graph hint tags
- Step 3: Write the code to an asset
Files
SKILL.mdcore1,176 bytesSKILL.mdcore1,176 bytesSKILL.mdcore1,176 bytesSKILL.mdcore1,176 bytesresources/all_hints.hlslasset5,249 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubsprite-editor
When your agent uses it
Edits Unity sprite rectangles, borders, pivots, outlines, and slicing by generating C# scripts. Use when the user works with sprite sheets or sprite slicing.
What it loads into context
Frontmatter
48 tokensAlways available to the agent
SKILL.md
823 tokensWhen the skill is activated
Reference documents
4,220 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Workflow
- Common Operations
- Important Notes
Files
SECURITY.mddoc1,292 bytesSKILL.mdcore3,599 bytesreferences/api_reference.mddoc6,019 bytesreferences/background.mddoc4,146 bytesreferences/templates.mddoc2,884 bytesscripts/AutomaticSliceTexture.csasset2,262 bytesscripts/GenerateNewSpriteRects.csasset8,814 bytesscripts/GetTextureSourceImageSize.csasset1,344 bytesscripts/GetTextureToSlice.csasset2,631 bytesscripts/GridSliceTexture.csasset2,485 bytesscripts/IsometricSliceTexture.csasset6,962 bytesscripts/README.mddoc4,766 bytesscripts/SetPivotExample.csasset2,528 bytesscripts/SpriteToPng.csasset3,025 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubsprite-segment-3x3grid
When your agent uses it
Segments a Sprite texture into a 3x3 grid and outputs a pattern of cells matching the center cell's color. Use when the user asks to analyze or document a sprite's structure or color distribution.
What it loads into context
Frontmatter
55 tokensAlways available to the agent
SKILL.md
1,189 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Purpose
- Parameters
- Algorithm
- Output Legend
- Output Format
- Implementation Guidance
- References
- Use Cases
- Notes
Files
SKILL.mdcore4,863 bytesscripts/SpriteGridAnalysis.csasset4,737 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubui
When your agent uses it
Routes Unity UI requests to the right framework skill (UI Toolkit, uGUI, or IMGUI) and answers UI comparison questions. Use for menus, HUDs, panels, or editor UI when the request doesn't name a framework. Consult before writing any UI code.
What it loads into context
Frontmatter
59 tokensAlways available to the agent
SKILL.md
1,576 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to Route vs Answer Directly
- Routing Logic
- Request Types
- Available Sub-Skills
- Common Guidelines (All UI Systems)
- Handling Mixed Projects
Files
SKILL.mdcore6,755 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubui-imgui
When your agent uses it
Generates and modifies Unity IMGUI editor code such as EditorWindows, custom Inspectors, PropertyDrawers, and OnGUI scripts. Use for IMGUI or OnGUI or maintaining existing IMGUI code.
What it loads into context
Frontmatter
48 tokensAlways available to the agent
SKILL.md
1,503 tokensWhen the skill is activated
Reference documents
1,393 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to Use This Skill
- Scope
- Conventions
- Workflow
- Script Structure
- Key Rules
- Layout Basics
- Common Patterns
- Best Practices
Files
SKILL.mdcore6,506 bytesreferences/gui-elements.mddoc3,616 bytesreferences/templates.mddoc2,710 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubui-ugui
When your agent uses it
Understands, edits, and generates Unity uGUI Canvas hierarchies, RectTransforms, Layout Groups, and prefab UI. Use for requests involving Canvas, uGUI, RectTransform, or prefab UI files.
What it loads into context
Frontmatter
51 tokensAlways available to the agent
SKILL.md
2,661 tokensWhen the skill is activated
Reference documents
338 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Scope
- Critical Rules
- Conventions
- Workflow
- Canvas Setup
- Layout Components
- RectTransform Anchoring
- Common Components
- Best Practices
- Interaction Readiness
- Understanding
- Editing
- C# (Only When Requested)
- Error Recovery
Files
SKILL.mdcore12,511 bytesreferences/scrollview-setup.mddoc1,576 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubui-uitk
When your agent uses it
Understands, edits, and generates Unity UI Toolkit UXML and USS with flex layouts. Use for requests involving UI Toolkit, UIElements, UIDocument, PanelSettings, custom elements, or UI runtime binding.
What it loads into context
Frontmatter
50 tokensAlways available to the agent
SKILL.md
2,576 tokensWhen the skill is activated
Reference documents
9,180 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- References
- Understanding
- Editing
- Validation
- Generation
- Conventions
- USS Restrictions
- USS Brevity
- UXML
- Events and Interactivity
- Assets
- Scene Setup
- C# (Only When Requested)
Files
SKILL.mdcore11,048 bytesreferences/common-issues.mddoc1,234 bytesreferences/custom-elements.mddoc6,266 bytesreferences/painter2d.mddoc10,796 bytesreferences/pointermanipulator-guide.mddoc4,162 bytesreferences/svg-icons.mddoc3,977 bytesreferences/ui-runtime-binding.mddoc6,149 bytesreferences/uss-guide.mddoc2,768 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubunity-cli
When your agent uses it
Controls the Unity Editor and projects from the command line, driving a running Editor to edit scenes and assets or run C#. Use when asked to install or manage Editors, licenses, or projects, set up version control, build, test, configure the Unity MCP server, or run any unity command.
What it loads into context
Frontmatter
72 tokensAlways available to the agent
SKILL.md
16,488 tokensWhen the skill is activated
Reference documents
142,849 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Find a command: search, don't grep help
- Drive a running Unity Editor (if one is open)
- Install the CLI (if not already installed)
- Global flags
- Environment variables
- Getting help
- Exit codes
- Commands
- Common workflows
- Notifications
- Notes
Files
CHANGELOG.mddoc89,628 bytesSECURITY.mddoc13,935 bytesSKILL.mdcore67,095 bytesSKILL.mdcore67,095 bytesSKILL.mdcore67,095 bytesSKILL.mdcore67,095 bytesSKILL.mdcore67,095 bytesSKILL.mdcore67,095 bytesSKILL.mdcore67,095 bytesSKILL.mdcore67,095 bytesSKILL.mdcore67,095 bytesSKILL.mdcore67,095 bytesSKILL.mdcore67,095 bytesSKILL.mdcore67,095 bytesSKILL.mdcore67,095 bytesSKILL.mdcore67,095 bytesSKILL.mdcore67,095 bytesSKILL.mdcore67,095 bytesSKILL.mdcore67,095 bytesSKILL.mdcore67,095 bytesSKILL.mdcore67,095 bytesSKILL.mdcore67,095 bytesSKILL.mdcore67,095 bytesSKILL.mdcore67,095 bytesSKILL.mdcore67,095 bytesSKILL.mdcore67,095 bytesSKILL.mdcore67,095 bytesSKILL.mdcore67,095 bytesreferences/auth-license-cloud.mddoc28,095 bytesreferences/build-run-test.mddoc58,357 bytesreferences/cloud-automation.mddoc35,351 bytesreferences/collaboration.mddoc31,953 bytesreferences/config-hub.mddoc15,065 bytesreferences/diagnostics-maintenance.mddoc46,983 bytesreferences/docs-workflow.mddoc9,023 bytesreferences/editors-install.mddoc31,211 bytesreferences/integration-advanced.mddoc97,743 bytesreferences/playmode-verification-loop.mddoc18,615 bytesreferences/projects-templates.mddoc100,442 bytesreferences/version-control.mddoc24,252 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubunity-package-management
When your agent uses it
Adds, removes, upgrades, and discovers Unity (UPM) packages from outside the Editor, with the Pipeline package commands first and a C# script as the fallback. Use for package installs, verifying package IDs and versions, or choosing which packages a game needs.
What it loads into context
Frontmatter
75 tokensAlways available to the agent
SKILL.md
3,634 tokensWhen the skill is activated
Reference documents
1,804 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Use the package commands first
- When to use
- Choosing what to install
- Fallback: no Editor to ask (the C# Client API)
- The `-quit` problem — why NOT `unity run` for installs
- The installer script
- Discovering / verifying packages
- Run it headless (direct Editor invocation, no `-quit`)
- Verify
- Import & save headlessly (generate `.meta` files)
- Notes
Files
SKILL.mdcore16,394 bytesSKILL.mdcore16,394 bytesSKILL.mdcore16,394 bytesSKILL.mdcore16,394 bytesSKILL.mdcore16,394 bytesreferences/select-packages.mddoc7,170 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubunity-pipeline
When your agent uses it
Control a Unity Editor or Player via the unity-pipeline package. Compile, run tests, eval, method-reload code, enter Play Mode, capture screenshots.
What it loads into context
Frontmatter
40 tokensAlways available to the agent
SKILL.md
4,586 tokensWhen the skill is activated
Reference documents
375 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Before you start
- 1. Install & verify
- 2. Autonomous edit loop (Editor)
- 3. Runtime method reload
- 4. Bulk construction: `script run` (the builder pattern)
- 5. Quick C# eval (Editor or dev Player)
- 6. Play Mode vs. Multiplayer Play Mode (MPPM) scenarios
- 7. Screen capture (Editor)
- Gotchas
- Final checks
- Final report
- Topic map
Files
SECURITY.mddoc1,723 bytesSKILL.mdcore19,589 bytesSKILL.mdcore19,589 bytesSKILL.mdcore19,589 bytesSKILL.mdcore19,589 bytesSKILL.mdcore19,589 bytesSKILL.mdcore19,589 bytesSKILL.mdcore19,589 bytesSKILL.mdcore19,589 bytesSKILL.mdcore19,589 bytesSKILL.mdcore19,589 bytesSKILL.mdcore19,589 bytesSKILL.mdcore19,589 bytesSKILL.mdcore19,589 bytesSKILL.mdcore19,589 bytesSKILL.mdcore19,589 bytesSKILL.mdcore19,589 bytesSKILL.mdcore19,589 bytesSKILL.mdcore19,589 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHuburp-postprocessing
When your agent uses it
Sets up, configures, and debugs URP post-processing with the Volume framework. Use for bloom, tonemapping, color adjustments, depth of field, vignette, or other Volume overrides.
What it loads into context
Frontmatter
71 tokensAlways available to the agent
SKILL.md
2,728 tokensWhen the skill is activated
Reference documents
3,614 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 0. Prerequisite: an Editor you can run C# in
- 0. Pre-Flight Checks
- 1. Volume Setup
- 2. Post-Processing Effects
- 3. Anti-Hallucination Rules
- 4. Debugging Checklist
- 5. Common Recipes
- 6. Final Confirmation
Files
SECURITY.mddoc1,297 bytesSKILL.mdcore11,271 bytesreferences/code-templates.mddoc7,425 bytesreferences/effect-reference.mddoc5,501 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubvalidate-urp-render-graph-renderer-feature
When your agent uses it
Reviews a Unity 6 URP ScriptableRendererFeature that uses the Render Graph API, checking resource wiring, material binding, execution structure, and best practices. Use to validate a renderer feature.
What it loads into context
Frontmatter
53 tokensAlways available to the agent
SKILL.md
2,747 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Purpose
- When to Use
- Inputs
- Output Format
- Validation Checklist
- Guardrails
- Non-Goals
- Evaluation Criteria
- Notes for Future Expansion
Files
SKILL.mdcore14,304 bytesSKILL.mdcore14,304 bytesSKILL.mdcore14,304 bytesSKILL.mdcore14,304 bytesSKILL.mdcore14,304 bytesSKILL.mdcore14,304 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubSkills 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
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Before you install
Network or broad shellAutomated 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:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/build-gtk/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/build-gtk/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/build-gtk/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/build-gtk/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/build-gtk/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/build-gtk/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/build-gtk/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/build-gtk/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/build-gtk/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/build-gtk/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/build-gtk/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/build-gtk/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/build-gtk/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/localization/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/migrate-birp-to-urp/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/migrate-birp-to-urp/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/migrate-birp-to-urp/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/migrate-birp-to-urp/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/migrate-birp-to-urp/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzed
- 4 broad permissionsin 4 files: craft-game-floors/SKILL.md:1 new-unity-project/SKILL.md:1 unity-cli/SKILL.md:1 and 1 more
- 18 dangerous shell commandsin 8 files: unity-cli/references/playmode-verification-loop.md:105 unity-cli/references/integration-advanced.md:456 unity-pipeline/SKILL.md:154 and 5 more
- 324 network referencesin 58 files: create-2d-physics/references/2d-physics-core.md:16 optimize-web/SKILL.md:29 implement-in-app-purchases/references/path-implement-iap-d2c.md:120 and 55 more
- 1 obfuscation signalin 1 file: generate-editor-search-query/references/open-search-window.md:31
- No instruction overrides
- 1 executable scriptin 1 file: optimize-web/scripts/toktx-examples.sh:1
- 15 references to secretsin 7 files: unity-cli/SKILL.md:174 unity-cli/references/auth-license-cloud.md:47 unity-cli/references/collaboration.md:481 and 4 more
- No requests to vote in Hot
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
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
- Broad permissionsline 1
Bash
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
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{ // 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
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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
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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
   - 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
- Broad permissionsline 1
Bash
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
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
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# 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
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- 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
- Broad permissionsline 1
Bash
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
- Passes content downloaded from unity.com to an interpreterunity-cli/SKILL.md:92High confidence
- Passes content downloaded from unity.com to an interpreterunity-cli/SKILL.md:97High confidence
Declared and executed: 1 fact
- Allows Bash without restrictions, though it has no scripts or shell blockscraft-game-floors/SKILL.md:4High confidence
Signal confidence: 363 facts
- Network access in prose of the SKILL.mdbuild-gtk/SKILL.md:223Low confidence
- Network access in prose of the SKILL.mdbuild-gtk/SKILL.md:234Low confidence
- Network access in prose of the SKILL.mdbuild-gtk/SKILL.md:235Low confidence
- Network access in prose of the SKILL.mdbuild-gtk/SKILL.md:236Low confidence
- Network access in prose of the SKILL.mdbuild-gtk/SKILL.md:237Low confidence
- Network access in prose of the SKILL.mdbuild-gtk/SKILL.md:238Low confidence
- Network access in prose of the SKILL.mdbuild-gtk/SKILL.md:240Low confidence
- Network access in prose of the SKILL.mdbuild-gtk/SKILL.md:242Low confidence
- Network access in prose of documentationbuild-gtk/references/graph-api.md:4Low confidence
- Network access in prose of documentationbuild-gtk/references/graph-api.md:5Low confidence
- Network access in prose of documentationbuild-gtk/references/graph-api.md:6Low confidence
- Network access in prose of documentationbuild-gtk/references/state-machine-api.md:3Low confidence
- Network access in prose of documentationbuild-gtk/references/state-machine-api.md:4Low confidence
- Network access in prose of documentationbuild-gtk/references/state-machine-api.md:5Low confidence
- Network access in prose of the SKILL.mdbuild-live-game/SKILL.md:40Low confidence
- Network access in prose of the SKILL.mdbuild-live-game/SKILL.md:41Low confidence
- Network access in prose of the SKILL.mdbuild-live-game/SKILL.md:42Low confidence
- Network access in prose of the SKILL.mdbuild-live-game/SKILL.md:43Low confidence
- Network access in prose of the SKILL.mdbuild-live-game/SKILL.md:44Low confidence
- Network access in prose of the SKILL.mdbuild-live-game/SKILL.md:45Low confidence
- Network access in prose of the SKILL.mdbuild-live-game/SKILL.md:46Low confidence
- Network access in prose of the SKILL.mdbuild-live-game/SKILL.md:123Low confidence
- Network access in prose of the SKILL.mdbuild-live-game/SKILL.md:150Low confidence
- Network access in code of documentationbuild-live-game/references/achievements.md:641Low confidence
- Network access in code of documentationbuild-live-game/references/achievements.md:642Low confidence
- Network access in code of documentationbuild-live-game/references/achievements.md:697Low confidence
- Network access in code of documentationbuild-live-game/references/achievements.md:698Low confidence
- Network access in prose of documentationbuild-live-game/references/achievements.md:739Low confidence
- Network access in prose of documentationbuild-live-game/references/achievements.md:740Low confidence
- Network access in prose of documentationbuild-live-game/references/achievements.md:741Low confidence
- Network access in prose of documentationbuild-live-game/references/achievements.md:742Low confidence
- Network access in code of documentationbuild-live-game/references/battlepass.md:770Low confidence
- Network access in code of documentationbuild-live-game/references/battlepass.md:771Low confidence
- Network access in prose of documentationbuild-live-game/references/battlepass.md:904Low confidence
- Network access in prose of documentationbuild-live-game/references/blueprints-and-samples.md:47Low confidence
- Network access in prose of documentationbuild-live-game/references/blueprints-and-samples.md:48Low confidence
- Network access in prose of documentationbuild-live-game/references/blueprints-and-samples.md:49Low confidence
- Network access in prose of documentationbuild-live-game/references/blueprints-and-samples.md:50Low confidence
- Network access in prose of documentationbuild-live-game/references/blueprints-and-samples.md:51Low confidence
- Network access in prose of documentationbuild-live-game/references/blueprints-and-samples.md:52Low confidence
- Network access in prose of documentationbuild-live-game/references/blueprints-and-samples.md:53Low confidence
- Network access in prose of documentationbuild-live-game/references/blueprints-and-samples.md:68Low confidence
- Network access in prose of documentationbuild-live-game/references/blueprints-and-samples.md:69Low confidence
- Network access in prose of documentationbuild-live-game/references/blueprints-and-samples.md:70Low confidence
- Network access in prose of documentationbuild-live-game/references/blueprints-and-samples.md:71Low confidence
- Network access in prose of documentationbuild-live-game/references/blueprints-and-samples.md:72Low confidence
- Network access in prose of documentationbuild-live-game/references/blueprints-and-samples.md:73Low confidence
- Network access in prose of documentationbuild-live-game/references/cloud-code-modules.md:13Low confidence
- Network access in prose of documentationbuild-live-game/references/cloud-code-modules.md:14Low confidence
- Network access in code of documentationbuild-live-game/references/cloud-code-modules.md:941Low confidence
and 313 more
Works with
| Agent | Status | Evidence | Install to |
|---|---|---|---|
| Claude Code | Compatible | Standard SKILL.md skills/2d-pixel-perfect/SKILL.md | .claude/skills/<skill-name>/ |
| Codex | Compatible | Standard SKILL.md skills/2d-pixel-perfect/SKILL.md | .agents/skills/<skill-name>/ |
| Cursor | Compatible | Standard SKILL.md skills/2d-pixel-perfect/SKILL.md | .cursor/skills/<skill-name>/ |
| Gemini CLI | Compatible | Standard SKILL.md skills/2d-pixel-perfect/SKILL.md | .gemini/skills/<skill-name>/ |
| GitHub Copilot | Compatible | Standard SKILL.md skills/2d-pixel-perfect/SKILL.md | .github/skills/<skill-name>/ |
| OpenCode | Compatible | Standard 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.
Derived automatically from paths, manifests and frontmatter. Not tested on each agent.
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