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Unity Skills Index

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Besty0728
unity-skills-index

Index of all Unity Skills modules with per-module mode labels (SA/FA/Mixed). Use to find which module covers a task before loading its doc.

Overview

PublisherBesty0728
RepositoryUnity-Skills
Skill nameunity-skills-index
Stars
1.8K
Forks
164
Bundled files
66
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.

  • 66 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 Skills Index 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 Skills Index 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 Skills Index 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 Skills Index 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.

Triggers

  • Browsing the module catalog
  • Finding which module handles a task
  • Checking mode requirements
  • 浏览模块目录、查找某事由哪个模块处理、确认模式要求

Unity Skills - Module Index

Module docs. Start with ../SKILL.md for mode switching and schema-first rules.

Multi-instance: For version-specific projects, call unity_skills.set_unity_version(...) first. Schema-first: Use GET /skills/schema or unity_skills.get_skill_schema() for exact signatures. Load module docs for workflow guidance and guardrails.

Modules

Mode legend (v1.9.0+, caller-facing — describes what the caller can do, not the C# attribute):

  • SA — module skills mostly run directly in all three modes (Approval / Auto / Bypass) without a grant.
  • FA — module skills mostly require user grant under Approval (single-shot one-step execution); under Auto / Bypass they run directly with audit only.
  • Mixed — module is split between SA and FA; check per-skill mode before calling (GET /skills?full=1, or the scoped GET /skills/schema?category=<Category> — bare GET /skills is the brief directory and carries no mode).
  • Suffix * — module contains auto-forbidden skills (Delete / Play Mode / Domain Reload / high-risk). These return MODE_FORBIDDEN under Approval and Auto; only Bypass runs them, or the user can permanently allow them via the Allowlist. Never attempt grant for them.

Labels are guidance only; the per-skill mode field (GET /skills?full=1 / GET /skills/schema?category=<Category>) is authoritative.

ModuleModeDescriptionBatch Support
gameobjectFA*Object create/move/parentYes
componentMixed*Component add/remove/configureYes
materialFAMaterial property editsYes
lightFALight create/configureYes
prefabFAPrefab create/apply/spawnYes
assetSA*Asset refresh/find/infoYes
batchSABatch and async jobsBuilt-in
uiFAUGUI Canvas/UI creationYes
uitoolkitMixed*UXML/USS/UIDocumentNo
scriptSA*Script create/read/updateYes
sceneSA*Scene load/save/queryNo
editorSA*Play/select/undo/redo/change journalNo
animatorFAAnimator controllersNo
shaderMixed*Shader create/listNo
shadergraphMixed*Shader Graph create/inspect/blackboard edit/constrained node editingNo
graphicsMixedGraphicsSettings / QualitySettings / SRP assetsNo
volumeMixed*Volume / VolumeProfile / VolumeComponentNo
postprocessFA*Modern URP/HDRP post-processingNo
urpMixed*URP asset / renderer / renderer featuresNo
decalMixed*URP Decal Projector workflowYes
consoleSALog capture/filterNo
validationSA*Broken reference checksNo
importerMixedTexture/audio/model importYes
cinemachineFA*VCam operationsNo
probuilderFA*ProBuilder mesh editsNo
xrFAXRI setupNo
terrainFATerrain create/paintNo
physicsMixedRaycast/overlap/gravityNo
navmeshMixed*NavMesh bake/queryNo
timelineFA*Timeline tracks/clipsNo
workflowSA*Task snapshots/undo, batch orchestrationNo
cleanerSA*Unused/duplicate assetsNo
smartFA*Query/layout/auto-bindNo
perceptionSAScene/project analysisNo
cameraFAScene View cameraNo
eventMixed*UnityEvent wiringNo
packageMixed*UPM install/queryNo
projectSA*Project info/settingsNo
profilerSAPerf statisticsNo
optimizationMixedAsset optimizationNo
sampleMixed*Demo/test skillsNo
debugSA*Compile/system diagnosticsNo
testMixed*Unity Test RunnerNo
bookmarkSAScene View bookmarksNo
historySAUndo/redo historyNo
scriptableobjectMixed*ScriptableObject assetsNo
netcodeMixed*Netcode for GameObjects setup, prefabs, lifecycle, host/server/clientYes
addressablesMixed*Addressables authoring: group CRUD, asset entry assignment, profile switching, content build (com.unity.addressables, reflection-based)No
yooassetMixed*YooAsset hot-update: build bundles, Collector CRUD, BuildReport asset/dependency analysis, PlayMode runtime validation, Reporter/Debugger/AssetArtScanner toolsYes
dotweenMixed*DOTween Pro DOTweenAnimation editor-time configuration (add/batch/stagger/tune)Yes
primetweenMixed*PrimeTween Free inspection, factory discovery, and runtime tween/sequence script generationNo
behaviorMixedUnity Behavior graph assets, agents, blackboard variables (com.unity.behavior, reflection-based)Yes
hybridclrMixed*HybridCLR hot-update settings, codegen, DLL compile/copy pipeline (com.code-philosophy.hybridclr, reflection-based)Yes
qframeworkMixed*QFramework editor automation: architecture-layer codegen, ViewController/UIKit panel codegen, ResKit AssetBundle mark/build, architecture scan, API doc query (no UPM package, reflection-based)Yes

Advisory Design Modules

Documentation only — these modules define no REST skills.

ModuleDescription
project-scoutInspect existing project
architecturePlan system boundaries
adrRecord tradeoffs
performanceReview hot paths
asmdefPlan asmdef deps
blueprintsSmall-game blueprints
script-rolesAssign class roles
scene-contractsDefine scene wiring
testabilityExtract testable logic
patternsChoose patterns
asyncChoose async model
inspectorDesign authoring UX
scriptdesignReview script structure
netcode-designNetcode source-anchored rules (lifecycle/ownership/RPC/variables/spawn/scene/transport/pitfalls)
yooasset-designYooAsset v2.3.18 source-anchored rules (init/default-package shortcuts/playmode/handles/loading/update/filesystem/build/pitfalls)
addressables-designAddressables dual-version (1.22.3 Unity 2022 / 2.9.1 Unity 6) source-anchored rules (init/handles/loading/scene/update/download/assetref/pitfalls) with migration table
unitask-designUniTask 2.5.10 source-anchored rules (basics/playerloop/cancellation/composition/conversion/asyncenumerable/triggers/pitfalls)
dotween-designDOTween 1.3.015 source-anchored rules (basics/tween/sequence/shortcuts/ease/lifetime/integration/pitfalls)
primetween-designPrimeTween 1.4.6 source-anchored rules (factories/handles/sequences/cycles/callbacks/lifetime/integration)
shadergraph-designShaderGraph dual-version source-anchored rules (versions/node subset/recipes/pitfalls/review)
pico-designPICO Unity Integration SDK v3.4.0 doc-anchored rules (setup/rendering/interaction/MR/SecureMR/platform/API signatures/version diffs 2.x-3.4/pitfalls)
qframework-designQFramework v1.0.257 source-anchored rules (layers/CQRS/BindableProperty/event tools/CodeGenKit+UIKit/ResKit/ActionKit+SingletonKit/data kits/pitfalls)
yaml-editingSafe hand-edit rules for serialized YAML (.unity/.prefab/.asset/.meta/ProjectSettings) when REST cannot reach — reference/fileID repair, .meta/GUID safety, ProjectSettings patch, merge conflict
unity-cliExperimental Unity CLI on the bound project (opt-in via Library/UnitySkills/cli_config.json) — cold start with the Editor closed, headless test/run/build, exit codes, JSON/NDJSON contract, hard DO-NOT list
manual-gameobjectManually create GameObjects, organize the Hierarchy, and adjust Transforms using Unity Editor UI
manual-componentManually add, configure, reorder, and copy components on GameObjects using Unity Editor UI
manual-materialManually create and edit Materials and assign them to objects using Unity Editor UI
manual-sceneManually navigate, save, and manage scenes using Unity Editor UI

Batch-First Rule

When a task touches 2+ objects in Auto / Bypass mode (or after a successful grant under Approval), prefer *_batch skills over repeated single-item calls.

Skill Naming Convention

Skills follow <module>_<action> or <module>_<action>_batch. Use schema to verify the exact prefix list. Special: scene_analyze, hierarchy_describe, project_stack_detectperception; job_*batch. If a skill name does not match a valid prefix or a schema result, do not invent it.

Bundled files

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

and 6 more files.

Frequently asked questions

What does the Unity Skills Index AI skill do?

Index of all Unity Skills modules with per-module mode labels (SA/FA/Mixed). Use to find which module covers a task before loading its doc.

Why use Unity Skills Index on TypingMind?

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

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills. 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 Skills Index?

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 Skills Index?

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

Is the Unity Skills Index 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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