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Unity Scriptableobject

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Besty0728
unity-scriptableobject

Manage ScriptableObject assets

Overview

PublisherBesty0728
RepositoryUnity-Skills
Skill nameunity-scriptableobject
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 Unity Scriptableobject 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/scriptableobject
  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 Scriptableobject 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 Scriptableobject 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 Scriptableobject 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

  • Creating or editing SO data assets
  • Finding SO instances
  • Scripting SO management
  • 创建或编辑 ScriptableObject 数据资产、查找 SO 实例、脚本化管理 SO

ScriptableObject Skills

Create and manage ScriptableObject assets.

Operating Mode

  • Approval:本模块 Mixed —— scriptableobject_get / scriptableobject_get_serialized_properties / scriptableobject_list_types / scriptableobject_find / scriptableobject_export_json 标 SkillMode.SemiAuto,可直接执行(注意 scriptableobject_export_json 传 savePath 会落盘,因此标 MutatesAssets = true 而非 ReadOnly);写类 skill (scriptableobject_create / scriptableobject_set / scriptableobject_set_batch / scriptableobject_set_serialized_property / scriptableobject_set_serialized_property_batch / scriptableobject_duplicate / scriptableobject_import_json) 标 SkillMode.FullAuto,需 grant 单次执行返结果。
  • Auto / Bypass:FullAuto 直接执行。
  • 含 NeverInSemi 高危 skill:scriptableobject_delete(Operation.Delete)。该 skill 在 Approval/Auto 下返 MODE_FORBIDDEN,仅 Bypass 或 Allowlist 命中可调。

DO NOT (common hallucinations):

  • scriptableobject_create_type does not exist → create SO scripts via script_create with template "ScriptableObject"
  • scriptableobject_get_properties / scriptableobject_read do not exist → use scriptableobject_get (reflection view) or scriptableobject_get_serialized_properties (Inspector/serialized view)
  • scriptableobject_set_property / scriptableobject_set_field do not exist → use scriptableobject_set (top-level public field) or scriptableobject_set_serialized_property (nested/array/reference/private)
  • scriptableobject_save does not exist → changes are auto-saved to the asset

Routing:

  • For ScriptableObject script creation → use script module with template "ScriptableObject"
  • For JSON import/export → scriptableobject_import_json / scriptableobject_export_json (this module)
  • Choosing a setter: scriptableobject_set / scriptableobject_set_batch only reach top-level public simple fields (reflection). For nested paths, arrays/lists, object references, private [SerializeField] fields, gradients, curves and [Flags] enums → scriptableobject_set_serialized_property (+ _batch).

Skills

scriptableobject_create

Create a new ScriptableObject asset. Parameters:

  • typeName (string): ScriptableObject type name.
  • savePath (string): Asset save path.

scriptableobject_get

Get properties of a ScriptableObject. Parameters:

  • assetPath (string): Asset path.

scriptableobject_set

Set a top-level public field/property on a ScriptableObject via reflection. For nested paths, arrays, object references or private [SerializeField] fields use scriptableobject_set_serialized_property. Parameters:

  • assetPath (string): Asset path.
  • fieldName (string): Field or property name.
  • value (string): Value to set, parsed per member type as in component_set_property (bools true/false/1/0/yes/no/on/off, anything else rejected; an AnimationCurve as a preset or the JSON curve below).

scriptableobject_list_types

List available ScriptableObject types in the project. Parameters:

  • filter (string, optional): Filter by name.

scriptableobject_duplicate

Duplicate a ScriptableObject asset. Parameters:

  • assetPath (string): Source asset path to duplicate.

scriptableobject_set_batch

Set multiple fields on a ScriptableObject at once. fields: JSON object {fieldName: value, ...}

ParameterTypeRequiredDefaultDescription
assetPathstringYes-Asset path of the ScriptableObject
fieldsstringYes-JSON object with field-value pairs, e.g. {"fieldName": "value", ...}

Returns: { success, fieldsSet, failed, results: [{ field, error }] }: a key that is not a writable public field/property, or whose value its type rejects, fails on its own (listed in results) while the other keys are still set; malformed fields JSON is rejected before anything is written.

scriptableobject_get_serialized_properties

List Inspector serialized properties of a ScriptableObject asset — propertyPath, type, and current value for every serialized field, including private [SerializeField] and nested/array children. Use the returned propertyPath values with scriptableobject_set_serialized_property.

ParameterTypeRequiredDefaultDescription
assetPathstringYes-Asset path of the ScriptableObject
includeChildrenboolNotrueRecurse into nested/array child properties
limitintNo200Maximum number of properties to return

Returns: { success, path, typeName, properties: [{ propertyPath, name, displayName, propertyType, type, isArray, editable, value }] }

scriptableobject_set_serialized_property

Set a single Inspector serialized property by propertyPath. Works where scriptableobject_set cannot: nested fields, arrays/lists, UnityEngine.Object references, private [SerializeField] fields, gradients, animation curves, and [Flags] enums.

ParameterTypeRequiredDefaultDescription
assetPathstringYes-Asset path of the target ScriptableObject
propertyPathstringYes-Serialized property path (see syntax below); speed auto-falls back to m_Speed / _speed
valuestringNonullValue to set (format depends on property type)
valueAssetPathstringNonullFor ObjectReference properties: asset path of the asset to reference
valueObjectTypestringNonullOptional type filter for the referenced asset (e.g. "Sprite", useful for sub-assets)

propertyPath syntax:

  • Top-level field: speed
  • Nested field: stats.maxHp
  • Array/List element: items.Array.data[2]
  • Array/List resize: items.Array.size with value: "5" (resize first, then set elements)

Value formats:

  • Primitives: "3.5" / "true" / "hello" (bools: true/false/1/0/yes/no/on/off); Vector: "1,2,3"; Color: "1,0,0,1"; Enum: name, or a number 0..n-1 as the member index (a warnings entry names the member when its value differs; a larger number is a member value or declared bits, undeclared bits are rejected)
  • [Flags] enum: comma-separated names "Fire,Ice" (also |), or a raw bitmask number above the last member index ("-1" = Everything; smaller numbers are member indexes, as for any enum)
  • ObjectReference: pass valueAssetPath: "Assets/Icons/sword.png" (optionally valueObjectType); clear with value: "null"
  • Gradient: {"colorKeys":[{"color":"1,0,0,1","time":0},{"color":"0,0,1,1","time":1}],"alphaKeys":[{"alpha":1,"time":0},{"alpha":1,"time":1}],"mode":"Blend"}
  • AnimationCurve: {"keys":[{"time":0,"value":0},{"time":1,"value":1,"inTangent":2,"outTangent":2}],"preWrapMode":"ClampForever","postWrapMode":"Loop"}

Returns: { success, assetPath, propertyPath, valueSet, warnings? }. A rejected value writes nothing. Unknown propertyPath returns error plus availableProperties (first 60) for self-correction.

scriptableobject_set_serialized_property_batch

Set multiple Inspector serialized properties on one ScriptableObject asset in a single call.

ParameterTypeRequiredDefaultDescription
assetPathstringYes-Asset path of the target ScriptableObject
itemsstringYes-JSON array of {propertyPath, value, valueAssetPath, valueObjectType}

Example items: [{"propertyPath":"items.Array.size","value":"2"},{"propertyPath":"items.Array.data[0]","value":"101"},{"propertyPath":"icon","valueAssetPath":"Assets/Icons/sword.png"}]

Returns: { success, totalItems, successCount, failCount, results }

scriptableobject_delete

Delete a ScriptableObject asset.

ParameterTypeRequiredDefaultDescription
assetPathstringYes-Asset path of the ScriptableObject to delete

Returns: { success, deleted }

scriptableobject_find

Find ScriptableObject assets by type name.

ParameterTypeRequiredDefaultDescription
typeNamestringYes-ScriptableObject type name to search for
searchPathstringNo"Assets"Folder path to search within
limitintNo50Maximum number of results to return

Returns: { success, count, assets }

scriptableobject_export_json

Export a ScriptableObject to JSON.

ParameterTypeRequiredDefaultDescription
assetPathstringYes-Asset path of the ScriptableObject to export
savePathstringNonullFile path to write the JSON to; omit it to get the JSON inline instead

Returns: { success, path } when savePath was given (the JSON is not echoed), { success, json } otherwise.

savePath makes this a write. With it the skill does a File.WriteAllText, so it is flagged MutatesAssets = true and not ReadOnly, even though it stays SkillMode.SemiAuto (no grant needed in any mode). Reading a ScriptableObject's values costs nothing on disk as long as you leave savePath out — and note the two return shapes are mutually exclusive, so passing savePath when you wanted to read the data means a second call.

scriptableobject_import_json

Import JSON data into a ScriptableObject. Two accepted formats:

  • Bare field object {"hp": 100, "title": "Boss"} — auto-wrapped into {"MonoBehaviour": {...}} before applying
  • The {"MonoBehaviour": {...}} envelope produced by scriptableobject_export_json
ParameterTypeRequiredDefaultDescription
assetPathstringYes-Asset path of the target ScriptableObject
jsonstringNonullJSON string to import
jsonFilePathstringNonullPath to a JSON file to read and import

Returns: { success, assetPath }. If no serialized field changed (field names did not match, or values already equal), returns success: true plus a warning — treat the warning as "nothing was written" and verify field names against scriptableobject_export_json output.


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 Scriptableobject AI skill do?

Manage ScriptableObject assets

Why use Unity Scriptableobject on TypingMind?

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

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

Which AI models can use Unity Scriptableobject?

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 Scriptableobject?

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

Is the Unity Scriptableobject 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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