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Unity Addressables Design

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Besty0728
unity-addressables-design

Source-anchored design rules for Unity Addressables 1.22.3/2.9.1

Overview

PublisherBesty0728
RepositoryUnity-Skills
Skill nameunity-addressables-design
Stars
1.8K
Forks
164
Bundled files
8
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.

  • 8 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

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

Installation

Install the Unity Addressables Design 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.
  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 Unity Addressables Design 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 Unity Addressables Design 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 Unity Addressables Design 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 or reviewing Addressables code
  • Async asset/scene loading
  • Hot-update or catalog refresh
  • Version migration
  • 编写或审查 Addressables 代码、异步加载资源/场景、配置热更新或目录刷新、版本迁移

Addressables - Design Rules

Advisory module. Every rule is distilled from Unity Addressables source at two versions:

  • 1.22.3com.unity.addressables@1.22.3 (Unity 2022, min 2019.4)
  • 2.9.1com.unity.addressables@8460f1c9c927 (Unity 6, min 2023.1)

Each rule cites a concrete file/line so the reasoning is auditable and the AI does not improvise against stale memory.

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

When to Load This Module

Load before writing or reviewing any of:

  • Addressables.InitializeAsync() / LoadContentCatalogAsync() bootstrap code
  • LoadAssetAsync<T> / LoadAssetsAsync<T> / InstantiateAsync and their handle release
  • LoadSceneAsync / UnloadSceneAsync — especially with SceneReleaseMode (2.9.1)
  • CheckForCatalogUpdatesUpdateCatalogsCleanBundleCache patch flow
  • GetDownloadSizeAsync / DownloadDependenciesAsync / ClearDependencyCacheAsync
  • AssetReference / AssetReferenceT<T> field declarations and load/release
  • Any code that calls WaitForCompletion() or uses AsyncOperationHandle directly
  • Migration from 1.22.3 to 2.9.1 — removed APIs, changed overload signatures

Version Difference Matrix

Area1.22.3 (Unity 2022)2.9.1 (Unity 6)
Non-Async variants (LoadAsset, Instantiate, LoadScene, etc.)[Obsolete] — compile warningRemoved — compile error
IList<object> multi-key overloadsPresentReplaced by IEnumerable
SceneReleaseMode enumDoes not existNew — controls bundle lifetime on scene unload
LoadSceneAsync releaseMode paramAbsentSceneReleaseMode.ReleaseSceneWhenSceneUnloaded default
LoadAssetsAsync<T>(string key, ...)Does not existNew string-key overload
UpdateCatalogs(bool autoCleanBundleCache, ...)Does not existNew overload
LegacyResourcesLocator / LegacyResourcesProviderPresentRemoved
DiagnosticEvent / DiagnosticEventCollectorPresentRemoved
ResourceManagerEventCollectorPresentRemoved
ResourceManager.RegisterDiagnosticCallback()[Obsolete]Removed
InitializationOperation property[Obsolete], returns defaultRemoved
BinaryCatalogInitializationDataDoes not existNew
CachedFileProviderDoes not existNew

Critical Rule Summary

#RuleVersionSource anchor
1All non-Async variants (LoadAsset, Instantiate, LoadScene, UnloadScene, GetDownloadSize, DownloadDependencies, Initialize, LoadContentCatalog) are [Obsolete] in 1.22.3 and removed in 2.9.1. Always use the *Async form.BothAddressables.cs:1.22.3:862-2226, Addressables.cs:2.9.1 (absent)
2Every AsyncOperationHandle returned by a Load/Instantiate call MUST be released via Addressables.Release(handle). Forgetting leaks the AssetBundle in memory indefinitely — even after the scene unloads.BothAsyncOperationHandle.cs:2.9.1:178-203
3WaitForCompletion() blocks the calling thread synchronously. On WebGL it is unsupported and throws. Never call it on the main thread in production; use await handle.Task or the Completed event instead.BothAsyncOperationHandle.cs:2.9.1:178-203
4LoadSceneAsync in 2.9.1 adds SceneReleaseMode releaseMode (default ReleaseSceneWhenSceneUnloaded). If a Single-mode load unloads your additive scene and you need the bundle to stay alive, pass OnlyReleaseSceneOnHandleRelease and release the handle manually.2.9.1ISceneProvider.cs:2.9.1:14-26, Addressables.cs:2.9.1:1914
5Multi-key overloads changed from IList<object> to IEnumerable in 2.9.1. The old IList<object> overloads no longer exist — pass IEnumerable or string[].2.9.1Addressables.cs:2.9.1:1148,1566,1636
6LegacyResourcesLocator and LegacyResourcesProvider were removed in 2.9.1. Do not reference them in code targeting Unity 6.2.9.1Runtime/ResourceLocators/ (absent in 2.9.1)
7ResourceManager.RegisterDiagnosticCallback() was [Obsolete] in 1.22.3 and removed in 2.9.1. Use the Addressables Profiler window instead.2.9.1ResourceManager.cs:1.22.3:353 (absent in 2.9.1)
8Catalog update flow is strictly ordered: CheckForCatalogUpdates → UpdateCatalogs. In 2.9.1, UpdateCatalogs(bool autoCleanBundleCache, ...) can auto-clean stale bundles in one call.BothAddressables.cs:2.9.1:2092-2147
9AssetReference.LoadAssetAsync<T>() returns a handle that must be released via assetRef.ReleaseAsset(), NOT Addressables.Release(handle). Mixing the two causes double-release exceptions.BothAssetReference.cs:1.22.3:44-46
10InitializationOperation property (1.22.3) is [Obsolete] and returns default. Do not await it. Use await Addressables.InitializeAsync() instead.1.22.3Addressables.cs:1.22.3:981-982

Sub-doc Routing

Sub-docWhen to read
INIT.mdInitializeAsync / LoadContentCatalogAsync / catalog loading order / autoReleaseHandle semantics
HANDLES.mdAsyncOperationHandle<T> lifecycle — Completed, WaitForCompletion, Release, IsDone, Status, OperationException, ref-counting
LOADING.mdLoadAssetAsync, LoadAssetsAsync (all overloads + version diff), MergeMode, InstantiateAsync, ReleaseInstance
SCENE.mdLoadSceneAsync / UnloadSceneAsync / SceneInstance.ActivateAsync / SceneReleaseMode (2.9.1) / activateOnLoad=false pattern
UPDATE.mdCheckForCatalogUpdatesUpdateCatalogs flow / autoCleanBundleCache (2.9.1) / CleanBundleCache / ResourceLocatorInfo
DOWNLOAD.mdGetDownloadSizeAsync / DownloadDependenciesAsync / ClearDependencyCacheAsync / DownloadStatus struct
ASSETREF.mdAssetReference / AssetReferenceT<T> / LoadAssetAsync / ReleaseAsset / OperationHandle property / IsDone guard
PITFALLS.md30 concrete hallucination pitfalls with version tags + legacy API migration section

Routing to Other Modules

  • Asmdef layout for Addressables consumers → load asmdef
  • Async orchestration across multiple Addressables operations → load async
  • Architecture-level decisions (Addressables vs YooAsset, group strategy) → load architecture
  • Performance review of load/release hot paths → load performance

Version Scope

This document targets two versions:

  • 1.22.3 — shipped with Unity 2022 LTS. Contains [Obsolete] non-Async variants still present for migration.
  • 2.9.1 — shipped with Unity 6 (2023.1+). All [Obsolete] APIs removed. New SceneReleaseMode, binary catalog format, AutoGroupGenerator.

When a rule applies to only one version it is tagged [1.22.3] or [2.9.1]. Untagged rules apply to both.

Migration Notes (hallucination shield)

Legacy APIStatusReplacementSource
Addressables.Initialize()[Obsolete] in 1.22.3, removed in 2.9.1Addressables.InitializeAsync()Addressables.cs:1.22.3:862-864
Addressables.LoadAsset<T>(key)[Obsolete] in 1.22.3, removed in 2.9.1Addressables.LoadAssetAsync<T>(key)Addressables.cs:1.22.3:992-1007
Addressables.LoadAssets<T>(keys, cb, mode)[Obsolete] in 1.22.3, removed in 2.9.1Addressables.LoadAssetsAsync<T>(keys, cb, mode)Addressables.cs:1.22.3:1242-1276
Addressables.Instantiate(key, ...)[Obsolete] in 1.22.3, removed in 2.9.1Addressables.InstantiateAsync(key, ...)Addressables.cs:1.22.3:1892-1972
Addressables.LoadScene(key, ...)[Obsolete] in 1.22.3, removed in 2.9.1Addressables.LoadSceneAsync(key, ...)Addressables.cs:1.22.3:2090-2106
Addressables.UnloadScene(handle, ...)[Obsolete] in 1.22.3, removed in 2.9.1Addressables.UnloadSceneAsync(handle, ...)Addressables.cs:1.22.3:2180-2226
Addressables.GetDownloadSize(key)[Obsolete] in 1.22.3, removed in 2.9.1Addressables.GetDownloadSizeAsync(key)Addressables.cs:1.22.3:1547
Addressables.DownloadDependencies(key)[Obsolete] in 1.22.3, removed in 2.9.1Addressables.DownloadDependenciesAsync(key)Addressables.cs:1.22.3:1608
Addressables.InitializationOperation[Obsolete] in 1.22.3, removed in 2.9.1await Addressables.InitializeAsync()Addressables.cs:1.22.3:981-982
LoadResourceLocationsAsync(IList<object> keys, ...)Present in 1.22.3, removed in 2.9.1LoadResourceLocationsAsync(IEnumerable keys, ...)Addressables.cs:2.9.1:1148
GetDownloadSizeAsync(IList<object> keys)Present in 1.22.3, removed in 2.9.1GetDownloadSizeAsync(IEnumerable keys)Addressables.cs:2.9.1:1566
DownloadDependenciesAsync(IList<object> keys, mode, ...)Present in 1.22.3, removed in 2.9.1DownloadDependenciesAsync(IEnumerable keys, mode, ...)Addressables.cs:2.9.1:1636
LegacyResourcesLocator / LegacyResourcesProviderPresent in 1.22.3, removed in 2.9.1Use Addressables groups for all assetsRuntime/ResourceLocators/LegacyResourcesLocator.cs:1.22.3
ResourceManager.RegisterDiagnosticCallback(...)[Obsolete] in 1.22.3, removed in 2.9.1Addressables Profiler windowResourceManager.cs:1.22.3:353
DiagnosticEvent / DiagnosticEventCollectorPresent in 1.22.3, removed in 2.9.1Addressables Profiler / custom IProfilerEmitterRuntime/ResourceManager/Diagnostics/:1.22.3

When in doubt, read the cited source — not your memory.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Unity Addressables Design AI skill do?

Source-anchored design rules for Unity Addressables 1.22.3/2.9.1

Why use Unity Addressables Design on TypingMind?

Because you install it once and use it with any model. Unity Addressables Design 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 Unity Addressables Design in TypingMind?

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

Which AI models can use Unity Addressables Design?

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 Unity Addressables Design?

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

Is the Unity Addressables Design 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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