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Generate Editor Search Query

OrganizationPopular
Unity-Technologies
generate-editor-search-query

Generates Unity Search queries and opens the Search window to find assets or scene objects. Use when the user asks to find, filter, or list assets, GameObjects, components, or references in the Editor, not on disk.

Overview

PublisherUnity-Technologies
Repositoryskills
Skill namegenerate-editor-search-query
Stars
1K
Forks
61
Bundled files
3
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.

  • 3 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by Unity-Technologies on GitHub. Read the source before you install it.

Installation

Install the Generate Editor Search Query 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/Unity-Technologies/skills/tree/main/skills/generate-editor-search-query
  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.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/Unity-Technologies/skills.git /tmp/skills
mkdir -p .claude/skills
cp -r /tmp/skills/skills/generate-editor-search-query .claude/skills/generate-editor-search-query
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Generate Editor Search Query 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 Generate Editor Search Query 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 Generate Editor Search Query 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.

Translate natural-language Unity Editor search requests into useful Unity Search queries, explain them briefly, and open the Unity Search window with the query when appropriate.

Default Behavior

If the prompt explicitly says Unity Search, Quick Search, Search window, open Search, or asks for a Unity Search query, handle the search request with this skill even when the target belongs to another domain such as lighting, UI, physics, audio, or animation.

For requests such as "find", "search", "locate", "list", "filter", "look up", "where is", "which assets use", or "what references" concrete Unity assets or scene objects:

  1. Determine whether the request is primarily about project assets, scene objects, or both.
  2. Build one concise Unity Search query.
  3. Show the query in the response before or while opening Search.
  4. Open Unity Search by running the Editor-side snippet unless the user explicitly asks for query text only.
  5. If opening Search fails, return the query and tell the user to paste it into Unity Search manually.

Do not open Search when the user says "do not open Search", "query only", "what query should I use", "just give me the query", or similar.

If the user asks for a general explanation, project overview, folder-structure summary, architecture walkthrough, gameplay-system summary, or "how do I" programming answer, do not use this skill unless the prompt explicitly asks for Unity Search, a Search query, or opening the Search window.

If the user refers to "this", "selected", or "current" without an attached asset, scene object, visible name, or path, ask for the name/path instead of inventing one.

Scope

Scope read-only Unity Search / Quick Search queries to:

  • project assets such as materials, textures, prefabs, scenes, scripts, shaders, audio clips, sprites, meshes, models, animations, fonts, render textures, and ScriptableObject assets
  • scene objects and components such as Cameras, Lights, Rigidbodies, Colliders, Renderers, Canvas objects, UI components, ParticleSystems, AudioSources, Animators, Terrain objects, and named GameObjects
  • path, label, type, filename, keyword, and reference-oriented asset searches
  • selected or named assets when the name/path is available from the conversation or attachment

Do not install packages, run menu commands, edit assets, modify scenes, search external documentation, search repository text, inspect build logs, delete results, fix search results, or perform dependency graph analysis. If the user asks to act on results, first open Search or provide the query, then ask for confirmation before any separate modifying skill or workflow.

References

Before generating non-trivial queries, read references/query-patterns.md.

Before opening the Search window, read references/open-search-window.md.

Official English references:

Passing C# to eval

eval compiles a statement block, not a file. Two consequences, both compile errors:

  • No using directives. The compiler reads using UnityEditor; as a resource-disposal statement and rejects it (CS0210).
  • Types must be fully qualified. A bare SearchService does not resolve (CS0246), and a bare Object is ambiguous with object (CS0104).

The unity-cli skill owns the prerequisites — installing the CLI, confirming a connected Editor, adding the project's com.unity.pipeline package, and discovering the command catalog. You need eval in particular; if it is absent, generate the query text and say the window can't be opened.

Query Generation Rules

Use the simplest query that is likely to produce the requested result.

  • Prefer type filters for asset and component requests, such as t:material, t:texture, t:prefab, t:scene, t:script, t:shader, t:Light, or t:Rigidbody.
  • Preserve user-provided names and keywords as plain query terms unless they need quoting.
  • Use dir: when the user gives a folder or says "in Assets/..." or "under ...".
  • Use l: when the user asks for a Unity asset label.
  • Use ref= when the user asks what references, uses, depends on, contains, or is connected to an asset.
  • Use Search expressions only when they clearly improve the query, such as t:prefab ref={t:texture} or t:scene ref={t:prefab}.
  • For selected/current wording, use the known selected asset name or path only if it is present in the chat context; otherwise ask for it.
  • For broad relationship requests such as "where is Rigidbody used", use a simple keyword or component query first, then mention that a scripted audit is separate if the user needs exhaustive code/property analysis.
  • For requests that mix Search with repair work, generate and open the query first; do not modify results unless the user explicitly confirms a separate follow-up action.
  • Do not invent unsupported filters for uncertain requests. If a request cannot be expressed reliably with Unity Search syntax, open the closest safe query and state the limitation.

Opening Unity Search

Run C# in the Editor only to open the Search window. This is an Editor UI action and must not change project assets or scene contents.

When opening Search:

  1. Base64-encode the query (UTF-8) and embed only the base64 text in the generated C# string, decoding it back to a string inside the snippet.
  2. Prefer asset and scene providers for this v1 skill.
  3. Fall back to active providers if a provider is unavailable.
  4. Log the query that was opened.
  5. Never claim Search opened if the command failed.

Response Format

Keep the user-facing response short:

text
Query: `t:material`
Opened Unity Search with that query.

If not opening Search:

text
Query: `t:prefab ref={t:texture}`
Paste this into Unity Search.

If the request is ambiguous but still searchable, choose the most likely query and mention the assumption. Ask a question only when the search target cannot be inferred, such as "find the thing" with no asset, scene, type, name, or context.

Validation Checklist

Before reporting success:

  • the generated query is shown to the user
  • the query targets assets, scene objects, or both
  • Search was opened only when the user did not opt out
  • any fallback or uncertainty is stated plainly
  • no asset, scene, package, project setting, or search result was modified

Bundled files

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

Frequently asked questions

What does the Generate Editor Search Query AI skill do?

Generates Unity Search queries and opens the Search window to find assets or scene objects. Use when the user asks to find, filter, or list assets, GameObjects, components, or references in the Editor, not on disk.

Why use Generate Editor Search Query on TypingMind?

Because you install it once and use it with any model. Generate Editor Search Query 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 Generate Editor Search Query in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/Unity-Technologies/skills/tree/main/skills/generate-editor-search-query. 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 Generate Editor Search Query?

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 Generate Editor Search Query?

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

Is the Generate Editor Search Query AI skill free?

It is published on GitHub by Unity-Technologies. Check the repository for licensing terms. 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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