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Unity Yaml Editing

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Besty0728
unity-yaml-editing

Last-resort guidance for safely hand-editing Unity YAML

Overview

PublisherBesty0728
RepositoryUnity-Skills
Skill nameunity-yaml-editing
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 Yaml Editing 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/yaml-editing
  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 Yaml Editing 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 Yaml Editing 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 Yaml Editing 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

  • Hand-editing YAML when REST cannot reach
  • Fixing m_Script GUIDs or broken fileID references
  • Fixing .meta files or merge conflicts
  • REST 无法触达时手编 YAML、修复 m_Script GUID 或断裂 fileID 引用、修复 .meta 文件或合并冲突

YAML Editing - Safe Hand-Edit Rules

Advisory module. This is operational guidance for directly editing Unity serialized YAML text when the REST skills (and the Editor itself) cannot do the job. Hand-editing YAML is the last resort, not a shortcut.

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

When To Load / When NOT

Prefer REST first. For normal object/asset work, use the REST skills — they keep serialization valid for you:

  • GameObjects / components → gameobject_*
  • Prefabs → prefab_*
  • ScriptableObjects → scriptableobject_*
  • Scenes → scene_*
  • Importers → importer_*
  • Graphics / rendering → graphics_*

Only hand-edit YAML when REST cannot reach, i.e. one of:

  1. Compile failure — a script fails to compile, so the Editor cannot deserialize the component. Editor/REST APIs are unavailable; the only level left is the YAML text.
  2. .meta files — no REST skill touches .meta; GUID and importer fields live only in text.
  3. Hidden ProjectSettings fields — many ProjectSettings/*.asset fields have no public API or REST surface.
  4. Merge conflicts — REST runs sequentially and cannot perform a 3-way merge of .unity / .prefab.

If none of these apply, stop and use REST. Do not hand-edit YAML for convenience.

Core Concepts

  • Object block / anchor: every serialized object is a block headed by --- !u!<classID> &<fileID>. <classID> is the Unity type id (e.g. 1 = GameObject, 4 = Transform, 114 = MonoBehaviour). <fileID> is the object's anchor, unique within this file.
  • GUID vs fileID:
    • GUID = asset-level identity, a 32-char hex string, stored in the asset's .meta. Identifies the whole asset (a script, prefab, texture, ...).
    • fileID = sub-object identity inside a file (a specific component, the specific MonoBehaviour script class, ...).
  • Serialized reference: a cross-object/asset reference is {fileID: N, guid: H, type: T}. guid is omitted for same-file references ({fileID: N}).
  • m_Script: a MonoBehaviour points at its script via m_Script: {fileID: 11500000, guid: <scriptGUID>, type: 3}. fileID: 11500000 is the conventional MonoScript fileID; guid is the .cs file's GUID from its .meta; type: 3 means the reference targets an asset on disk. A wrong guid/fileID here is exactly what produces a "missing script / missing component".

Coverage Scenarios

1. Reference / fileID repair

When: a script was renamed or moved, so a prefab/scene m_Script guid/fileID no longer resolves; or a compile failure left a component as Missing and you must locate, delete, or re-point it at the YAML level (the Editor cannot deserialize a broken component, so REST/Editor API is unavailable).

How: read the script's current GUID from its .cs.meta. In the prefab/scene, find the offending m_Script: {fileID: 11500000, guid: ..., type: 3} and set guid to the correct value (keep fileID: 11500000, type: 3). To delete a Missing component, remove its whole --- !u!114 &<fileID> block and the matching {component: {fileID: <fileID>}} entry under the owner GameObject's m_Component list — leaving one without the other corrupts the file.

Danger: deleting the object block but not its m_Component reference (or vice versa) breaks the GameObject; changing a fileID that other objects reference orphans those references.

2. .meta / GUID safety

When: a .meta GUID looks like a pseudo-random GUID and risks third-party collision, or you must edit an importer field that REST does not expose.

How: for pseudo-GUID detection and the uuid4 repair flow, reuse /metacheck — it documents 5 pseudo-GUID heuristics (consecutive hex runs, interleaved increment, repeated chars, literal abcdef, wrong length), the uuid4 regeneration step, and the ValidationSkills.cs.meta collision lesson. Do not re-derive that here. Generate replacement GUIDs with python -c "import uuid; print(uuid.uuid4().hex)", never by hand.

Danger: changing a GUID without updating every reference. Before changing any GUID, grep the whole project for that GUID (.asset / .prefab / .unity / .meta) and update every reference point in the same change. Run /metacheck for a full GUID health audit before/after.

3. ProjectSettings patch

When: you need a ProjectSettings/*.asset field (YAML) that REST does not expose — e.g. a specific physics layer / collision matrix entry, or a hidden QualitySettings value.

How: git-back up (or confirm a clean tree) first, locate the exact field by key, change only its value, then let Unity reload and re-serialize to validate. Confirm the change round-trips (Unity rewriting the file the same way) rather than reverting or reformatting it.

Danger: editing collision-matrix or enum-backed fields by guessing the encoding can silently break settings; always verify Unity accepts the value on reload.

4. Merge conflict assistance

When: a .unity / .prefab has Git conflict markers and you must resolve them.

How: Unity YAML is line-mergeable because each object is an independent --- !u!<classID> &<fileID> block. Resolve per-block: for a block changed on only one side, take that side; for the same block changed on both sides, do a true 3-way merge of the conflicting fields. After resolving, ensure every fileID/guid referenced still has a defining block.

Danger: blindly accepting one side (--theirs/--ours) drops objects added on the other side or leaves dangling references. Never resolve by deleting whole conflict regions without checking the fileID references inside them.

Hard Rules

  • Back up first: confirm a clean git tree (or commit/stash) before any YAML edit, so you can diff and revert.
  • Don't touch structure unless repairing references: change values only; do not renumber or reorder anchor/fileID unless the explicit task is reference repair.
  • Re-import to validate: after editing, trigger a Unity reimport/reload and confirm no new errors and the file round-trips.
  • GUIDs are uuid4, never hand-written: python -c "import uuid; print(uuid.uuid4().hex)".
  • Dry-run before bulk edits: grep the impact set first; know exactly how many references a change touches before making it.
  • Change a GUID → change every reference: a GUID edit is not done until all referencing files are updated in the same change.

Routing

  • If a REST skill can do it, use REST — gameobject_* / prefab_* / scriptableobject_* / scene_* / importer_* / graphics_* — and do not hand-edit.
  • GUID health audit / pseudo-GUID detection / uuid4 repair → /metacheck.
  • After editing skill docs or for doc/code consistency → /skillcheck.

Frequently asked questions

What does the Unity Yaml Editing AI skill do?

Last-resort guidance for safely hand-editing Unity YAML

Why use Unity Yaml Editing on TypingMind?

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

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

Which AI models can use Unity Yaml Editing?

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 Yaml Editing?

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

Is the Unity Yaml Editing 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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