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Unity Project

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Besty0728
unity-project

Read Unity project metadata and package lists

Overview

PublisherBesty0728
RepositoryUnity-Skills
Skill nameunity-project
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 Project 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 Project 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 Project 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 Project 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

  • Checking Unity version
  • Detecting render pipeline
  • Listing installed shaders/packages
  • 查看 Unity 版本、判断渲染管线、列出已装 shader/包

Project Skills

Project information and configuration.

Operating Mode

build_playerRiskLevel=high 的实际出包操作,仅 Bypass 或 Allowlist 放行后可执行;project_add_tag 默认 FullAuto。其余 8 个查询 skill 均为 SemiAuto 只读操作。

Player Settings、Build Settings、Layer 通过本模块只读获取;如需编辑,请使用 editor_execute_menu 打开 Edit/Project Settings...File/Build Settings...注意 editor_execute_menu 自身是 auto-forbidden(editor 模块,标 MayTriggerReload = true):Approval 和 Auto 下都返 MODE_FORBIDDEN 且 grant 不解锁,仅 Bypass 或 Allowlist 命中可调。其他模式下只能改为指导用户手动打开这些窗口。

DO NOT (common hallucinations):

  • project_save does not exist → use scene_save (scene module) or editor_execute_menu menuPath="File/Save" —— 两者都是 auto-forbidden(RiskLevel="high" / MayTriggerReload),仅 Bypass 或 Allowlist 可调
  • project_settings does not exist → use specific skills: project_get_render_pipeline, project_get_build_settings, etc.
  • project_set_resolution / project_set_player_settings do not exist → Player Settings are read-only via project_get_player_settings; to edit, open Project Settings via editor_execute_menu with Edit/Project Settings...(该 skill auto-forbidden,仅 Bypass 或 Allowlist 可调,否则请指导用户手动打开)
  • project_create does not exist → projects are created via Unity Hub, not REST API

Routing:

  • For graphics / quality / SRP configuration → use the graphics module
  • For Layer/Tag management → project_add_tag (this module); Layers are read-only via project_get_layers(编辑需 editor_execute_menuEdit/Project Settings...,而该 skill auto-forbidden,仅 Bypass 或 Allowlist 可调)
  • For inspecting build settings → project_get_build_settings; for producing a player → build_player

Skills

project_get_info

Get project information including render pipeline, Unity version, and settings. Parameters: None.

project_get_render_pipeline

Get current render pipeline type and recommended shaders. Parameters: None.

project_list_shaders

List all available shaders in the project. Parameters:

  • filter (string, optional): Filter by name.
  • limit (int, optional): Max results (default 50).

project_get_build_settings

Get build settings (platform, scenes).

Parameters: None.

Returns: { success, activeBuildTarget, buildTargetGroup, sceneCount, scenes }

build_player

Build a player through BuildPipeline.BuildPlayer and return immediately with an asynchronous Job.

Parameters: outputPath?, target?, scenes?, development=false, overwrite=false. Output must remain inside the project and outside Unity-managed folders.

Returns: {success, status:"accepted", jobId, kind, platform, outputPath, scenes}. Poll /jobs/{id}; the final result contains the BuildReport summary.

project_get_packages

List installed UPM packages.

Parameters: None.

Returns: { success, manifest }

project_get_layers

Get all Layer definitions.

Parameters: None.

Returns: { success, count, layers }

project_get_tags

Get all Tag definitions.

Parameters: None.

Returns: { success, count, tags }

project_add_tag

Add a custom Tag.

ParameterTypeRequiredDefaultDescription
tagNamestringYes-The tag name to add

Returns: { success, tag }

project_get_player_settings

Get Player Settings.

Parameters: None.

Returns: { success, productName, companyName, bundleVersion, defaultScreenWidth, defaultScreenHeight, fullscreen, apiCompatibility, scriptingBackend }


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 Project AI skill do?

Read Unity project metadata and package lists

Why use Unity Project on TypingMind?

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

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

Which AI models can use Unity Project?

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 Project?

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

Is the Unity Project 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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