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Skill Creator

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Besty0728
skill-creator

Guide for authoring user-defined custom UnitySkills skills inside your own Unity project - a [UnitySkill] C# method plus the conventions that let agents and the server discover and gate it

Overview

PublisherBesty0728
RepositoryUnity-Skills
Skill nameskill-creator
Stars
1.9K
Forks
176
Bundled files
Instructions only
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by Besty0728 on GitHub. Read the source before you install it.

Installation

Install the Skill Creator AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/skill-creator
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.

Use it in TypingMind

Enable Skill Creator in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Skill Creator on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Skill Creator is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.

Triggers

  • Writing your own custom skill for your project
  • Extending what agents can do in this specific Unity project
  • Learning the [UnitySkill] metadata contract and discovery rules
  • 为自己的工程编写自定义技能、扩展 Agent 在本工程可调用的能力

Skill Creator (advisory)

Audience: an agent (or developer) adding a custom skill to your own Unity project, not to the UnitySkills plugin source. A custom skill is a public static method marked [UnitySkill] compiled inside your project's Editor code; the server discovers it automatically — you never edit the plugin.

Where the C# must live

Put the file under Assets/ in an Editor-only location (e.g. Assets/Editor/UnitySkillsCustom/MySkills.cs, or any asmdef whose platform is Editor). The plugin's editor asmdef has autoReferenced: true, so Assembly-CSharp-Editor and ordinary user Editor asmdefs see the public API without adding references.

  • Never put custom skill code inside the package (Packages/com.besty.unity-skills/) or Library/PackageCache/: package updates and self-update replace that whole tree and your file is wiped.
  • The class need not be a MonoBehaviour; a plain static class is fine.

Compile and discovery loop

After you write the C# (through script_create with the full content, or by any editor), Unity recompiles and performs a domain reload. The router re-runs TypeCache.GetMethodsWithAttribute<UnitySkillAttribute>() on the next request, so the new skill is registered automatically — there is no restart, no list to update.

Recommended agent flow:

  1. Check the name is free: GET /skills?q=<prefix> or read GET /skills/schema?names=<cand>&wire=v2.
  2. script_create { scriptName, folder: "Assets/...", content: <full source> } — returns { path, jobId, waitUrl }.
  3. Wait for compile: GET /jobs/<jobId>?wait=90 (retry through the reload); inspect resultData.compilation.errors. script_get_compile_feedback(scriptPath) gives on-demand diagnostics.
  4. Confirm registration: GET /skills/schema?names=<your_skill>&wire=v2 should return your skill with its description and parameters.
  5. First real call with ?mode=dryRun.

Note: script_create is MayTriggerReload + high-risk — it is NeverInSemi: it needs Bypass mode or a panel Allowlist entry; ask the user rather than attempting a grant.

Naming rules (read this before choosing a name)

  • Skill names are snake_case verbs like gameobject_create. A user custom skill must be prefixed (e.g. my_, acme_): my_apply_team_branding, not apply_branding.
  • On a name collision the later-registered declaration wins, and registration order is not guaranteed — a name that matches a built-in can shadow it (or be shadowed). The registry logs a warning naming both declaring types (Skill name conflict: '<name>' declared by both <A> and <B>; using the latter.). Always check the name is free first.
  • Provide a matching xxx_batch variant when per-item looping makes sense.

The metadata contract (the attribute)

Fill [UnitySkill] truthfully — the router, permission gating, schema, and agents all read it:

csharp
[UnitySkill("my_greet",
    "First sentence is what the agent reads; mention parameters.",
    Category = SkillCategory.Uncategorized,                 // user skills cannot add enum values
    Operation = SkillOperation.Query,                       // Query | Create | Modify | Delete | Execute | Analyze (combine with |)
    Tags = new[] { "greeting", "demo" },                    // improves /skills/recommend matching
    Outputs = new[] { "message" },                          // MUST be a subset of what you actually return
    TracksWorkflow = false, MutatesScene = false,           // honest risk flags (see below)
    RiskLevel = "low")]                                     // low | medium | high
public static object MyGreet(
    [SkillParam("Who to greet")] string name = "world") { ... }
  • Category: SkillCategory is a closed enum — custom skills cannot add values. Use the nearest existing category or Uncategorized. A skill in GameObject/Component/Material/Scene/Sample is hidden under the Guide surface profile unless it is a pure read; any writer with MutatesScene = true is hidden under NoSceneAuthoring. This is intentional: honest metadata, not a loophole to dodge.
  • Risk flags drive permission: a skill declaring Operation.Delete, MayEnterPlayMode, MayTriggerReload, or RiskLevel = "high" is auto-classified NeverInSemi — it returns MODE_FORBIDDEN under Approval and Auto and only runs in Bypass or via the panel Allowlist. Mode defaults to FullAuto; declare Mode = SkillMode.SemiAuto only for a pure read with zero side effects. Fill these truthfully or your skill is gated wrong.
  • Outputs: every entry must be a key the method actually returns; the schema contract tests check this.

Writing the method body (public API only)

Only the public surface is available to project code. Use:

  • Validate.Required(x, "x") — returns an error object to return early: if (Validate.Required(x, "x") is object err) return err;
  • GameObjectFinder.FindOrError(name, instanceId, path) — never GameObject.Find.
  • SkillErrorResponse.Build(SkillErrorCode.X, message, ...) for business errors (do throw only for truly unknown framework errors). SkillErrorCodeExtensions is internal — do not try to call it.
  • Writers that mutate scene state should register Undo and call WorkflowManager.SnapshotXxx(...) when TracksWorkflow = true; batch with BatchExecutor.Execute<TItem>(items, perItem, idFn).
  • Return a structured object (anonymous or a DTO) — it is serialized with SkillsCommon.JsonSettings.

A complete minimal example:

csharp
using UnitySkills;

public static class MyCustomSkills
{
    [UnitySkill("my_greet", "Return a greeting for a name.",
        Operation = SkillOperation.Query,
        Tags = new[] { "greeting" }, Outputs = new[] { "message" },
        MutatesScene = false, RiskLevel = "low")]
    public static object MyGreet([SkillParam("Who to greet")] string name = "world")
    {
        if (Validate.Required(name, "name") is object err) return err;
        return new { message = $"Hello, {name}!" };
    }
}

How agents find it (no doc file required)

Agents do not read a markdown file to call your skill — they discover it through the same schema-first path used for built-ins:

  • GET /skills/recommend?intent=<words>&includeSchema=true&topN=3&wire=v2 — matches on name, Tags, and Description.
  • GET /skills/schema?names=my_greet&wire=v2 — full parameter schema (with each [SkillParam] note) when the name is known.

So the quality of Description, Tags, and every [SkillParam] is the documentation. Keep the first description sentence specific and parameter-aware.

Optional long-form docs (where NOT to put them)

If a custom skill needs prose beyond the schema, put markdown in a file inside your project (e.g. Assets/UnitySkillsCustom/README.md) and point to it from the skill's Description, or as a sibling agent-skill folder outside the managed install tree (e.g. <project>/.claude/skills/my-tool/SKILL.md).

  • Never write docs inside the installed unity-skills skill folder (e.g. .claude/skills/unity-skills/skills/my-mod/SKILL.md): install/update/auto-sync overwrites that tree, and Uninstall deletes the whole install directory, destroying anything inside it.

Guardrails

  • Do not add SkillCategory enum values, SkillRouter entries, or route-table rows — discovery is automatic.
  • Do not reference internal plugin members (only public API compiles from your project).
  • Do not shadow built-in names; always prefix.
  • Do not put C# or docs inside the managed package or install tree (update/uninstall removes them).
  • Do not fudge MutatesScene / risk flags to bypass gating; the surface profiles and permission modes depend on them being true.

Mode: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).

Frequently asked questions

What does the Skill Creator AI skill do?

Guide for authoring user-defined custom UnitySkills skills inside your own Unity project - a [UnitySkill] C# method plus the conventions that let agents and the server discover and gate it

Why use Skill Creator on TypingMind?

Because you install it once and use it with any model. Skill Creator is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Skill Creator in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/skill-creator. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Skill Creator?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Skill Creator?

As many as you like. As long as a model supports skills, you can use Skill Creator with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Skill Creator AI skill free?

Yes. It is published on GitHub by Besty0728 under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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