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Unity Perception

CommunityPopular
Besty0728
unity-perception

Read-only scene, project and script analysis for AI context

Overview

PublisherBesty0728
RepositoryUnity-Skills
Skill nameunity-perception
Stars
1.8K
Forks
164
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 Unity Perception 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 Perception 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 Perception 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 Perception 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

  • Gathering context before editing
  • Understanding unfamiliar scene/project
  • Auditing structure without changes
  • 编辑前收集上下文、理解陌生场景或项目、在不改动的前提下审查结构

Unity Perception Skills

Use this module for read-only scene and project analysis.

Operating Mode

  • Approval / Auto / Bypass: 本模块 18 个 skill 里有 17 个标 Mode = SkillMode.SemiAuto,三档模式下直接执行无需 grant。其中 16 个是纯读ReadOnly = true):scene_analyze / scene_summarize / scene_health_check / scene_component_stats / scene_find_hotspots / scene_tag_layer_stats / scene_performance_hints / scene_diff / hierarchy_describe / scene_context / scene_spatial_query / scene_materials / scene_contract_validate / project_stack_detect / script_analyze / script_dependency_graph
  • scene_dependency_analyze 是第 17 个 SemiAuto,但它不是纯读:传 savePathDirectory.CreateDirectory + File.WriteAllText + ImportAsset 落一个新工程资产,所以它标 MutatesAssets = true不再ReadOnly。仍然无需 grant,但它会进 router 的 diff 捕获,schema/flags 里也会带 mutatesAssets —— 不传 savePath 时才真的什么都不写。
  • 特别说明scene_export_report 写 markdown 文件到磁盘(Operation = Analyze | Execute,标 MutatesAssets = true),因此不是 SemiAuto——它走默认 SkillMode.FullAuto,Approval 模式下需要 grant 才能执行。
  • 本模块不含 Delete / PlayMode / Reload / RiskLevel=high 类 skill —— 没有 IsForbiddenInSemi 拦截。

DO NOT (common hallucinations):

  • perception_analyze, perception_scan, and perception_describe do not exist
  • scene_context is not editor_get_context: it exports hierarchy/components/references, while editor context focuses on current editor state
  • scene_analyze, scene_health_check, scene_contract_validate, scene_component_stats, scene_find_hotspots, and project_stack_detect belong to this module even if the prefix looks like scene_* or project_*

Routing:

  • Current selection/play-mode/editor state -> editor_get_context
  • Object search by name/path -> scene_find_objects or gameobject_find
  • Script dependency closure -> script_dependency_graph

Skills

Scene Health and Summary

SkillUseKey parameters
scene_analyzeCombined scene + project analysistopComponentsLimit?, issueLimit?, deepHierarchyThreshold?, largeChildCountThreshold?
scene_health_checkRead-only health reportissueLimit?, deepHierarchyThreshold?, largeChildCountThreshold?
scene_summarizeStructured scene summaryincludeComponentStats?, topComponentsLimit?
scene_component_statsComponent and facility statstopComponentsLimit?
scene_find_hotspotsDeep hierarchy / large group / empty node hotspotsthresholds + maxResults?
scene_tag_layer_statsTag/layer usagenone
scene_performance_hintsPrioritized optimization hintsnone

Scene Snapshots and Exports

SkillUseKey parameters
scene_diffCapture or compare lightweight snapshotssnapshotJson?
hierarchy_describeReturn text hierarchy treemaxDepth?, includeInactive?, maxItemsPerLevel?
scene_contextExport hierarchy, components, referencesmaxDepth?, maxObjects?, rootPath?, includeValues?, includeReferences?, includeCodeDeps?
scene_export_reportSave markdown scene reportsavePath?, maxDepth?, maxObjects?
scene_dependency_analyzeAnalyze impact / dependency graph in-scenetargetPath?, savePath? — writes

savePath on scene_dependency_analyze is a write, not an output option. Supplying it creates the directory, writes the markdown report and imports it as a project asset, which is why the skill is flagged mutatesAssets rather than ReadOnly. Omit savePath and you get the same analysis in the response (analysis, markdown) with nothing touched on disk — that is the form to use for a pure "what depends on this" question. Only pass savePath when the user actually asked for a file, and expect savedTo in the response naming it.

Project and Script Analysis

SkillUseKey parameters
project_stack_detectDetect pipeline, input, UI, packages, tests, foldersnone
script_analyzeAnalyze one MonoBehaviour / ScriptableObject / user class by class namescriptName, includePrivate?
script_dependency_graphN-hop dependency closure for one script class namescriptName, maxHops?, includeDetails?

Spatial and Material Queries

SkillUseKey parameters
scene_spatial_queryFind objects near a point or objectx/y/z?, radius?, nearObject?, componentFilter?, maxResults?
scene_materialsSummarize scene materials and shadersincludeProperties?
scene_contract_validateValidate default roots/tags/layers/UI EventSystem conventionsrequiredRootsJson?, requiredTagsJson?, requiredLayersJson?, requireEventSystemForUi?

High-Frequency Skill Differences

scene_summarize vs scene_analyze vs scene_health_check

SkillBest forTypical output focus
scene_summarizeFast overviewobject counts, hierarchy depth, top components
scene_analyzeBroad diagnosissummary + findings + warnings + recommendations + next-skill hints
scene_health_checkHygiene / red flagsmissing scripts, duplicate names, deep hierarchy, empty nodes, hotspot-style findings

scene_context vs hierarchy_describe

SkillBest forOutput style
hierarchy_describeHuman-readable treetext tree, lightweight
scene_contextAI coding contextstructured hierarchy + components + references + optional code dependencies

scene_dependency_analyze vs script_dependency_graph

SkillScopeUse when
scene_dependency_analyzeScene object referencesask "who depends on this object if I delete or disable it"
script_dependency_graphScript class dependency closureask "which scripts do I have to touch to change this feature"

Key Return Shapes

scene_summarize

Returns sceneName, stats, and optional topComponents.

scene_analyze

Returns summary, stats, findings, warnings, recommendations, and suggestedNextSkills.

scene_health_check

Returns summary, findings, hotspots, and suggestedNextSkills.

scene_context

Returns a structured export with objects, references, and optional codeDependencies. Use it when another AI step needs full scene context, not just a human summary.

High-frequency options:

  • rootPath to export only one subtree
  • includeValues=true when serialized field values matter
  • includeCodeDeps=true when AI needs a rough scene-to-code dependency picture

scene_export_report

Writes a markdown artifact to disk and returns savedTo, object/script/reference counts, and success state. Prefer this when the user wants a durable report file.

Defaults:

  • savePath = "Assets/Docs/SceneReport.md"
  • maxDepth = 10
  • maxObjects = 500

When to Use Which Skill

NeedBest first skill
Quick scene overviewscene_summarize
Full diagnosisscene_analyze
Suspicious hierarchy or clutterscene_find_hotspots
Safe-to-delete / impact questionscene_dependency_analyze
AI coding context exportscene_context
Script reading orderscript_dependency_graph
Render/input/UI stack detectionproject_stack_detect

Minimal Example

python
import unity_skills

summary = unity_skills.call_skill("scene_summarize", includeComponentStats=True)
health = unity_skills.call_skill("scene_health_check", issueLimit=50)
context = unity_skills.call_skill("scene_context", maxDepth=6, maxObjects=120)
report = unity_skills.call_skill("scene_export_report", savePath="Assets/Docs/SceneReport.md")

Exact Signatures

Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.

Frequently asked questions

What does the Unity Perception AI skill do?

Read-only scene, project and script analysis for AI context

Why use Unity Perception on TypingMind?

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

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

Which AI models can use Unity Perception?

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 Perception?

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

Is the Unity Perception 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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