gamedev-unity/skills/unity-skills/skills/project/SKILL.md
Read Unity project information — project metadata such as Unity version and render pipeline, plus lists of shaders and UPM packages. Use when checking the Unity version, detecting the render pipeline, or listing installed shaders/packages, even if the user just says "项目信息" or "什么版本". 读取 Unity 项目信息(项目元数据如 Unity 版本与渲染管线,以及 shader 与 UPM 包列表);当用户要查看 Unity 版本、判断渲染管线、或列出已装 shader/包时使用。
npx skillsauth add bernatmv/ai-rules unity-projectInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Project information and configuration.
build_player 为 RiskLevel=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...或File/Build Settings...(菜单本身在 editor 模块为 SemiAuto,可直接执行)。
DO NOT (common hallucinations):
project_save does not exist → use scene_save (scene module) or editor_execute_menu menuPath="File/Save"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...project_create does not exist → projects are created via Unity Hub, not REST APIRouting:
graphics moduleproject_add_tag (this module); Layers are read-only via project_get_layers (edit via editor_execute_menu → Edit/Project Settings...)project_get_build_settings; for producing a player → build_playerproject_get_infoGet project information including render pipeline, Unity version, and settings. Parameters: None.
project_get_render_pipelineGet current render pipeline type and recommended shaders. Parameters: None.
project_list_shadersList all available shaders in the project. Parameters:
filter (string, optional): Filter by name.limit (int, optional): Max results (default 50).project_get_build_settingsGet build settings (platform, scenes).
Parameters: None.
Returns: { success, activeBuildTarget, buildTargetGroup, sceneCount, scenes }
build_playerBuild 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_packagesList installed UPM packages.
Parameters: None.
Returns: { success, manifest }
project_get_layersGet all Layer definitions.
Parameters: None.
Returns: { success, count, layers }
project_get_tagsGet all Tag definitions.
Parameters: None.
Returns: { success, count, tags }
project_add_tagAdd a custom Tag.
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | tagName | string | Yes | - | The tag name to add |
Returns: { success, tag }
project_get_player_settingsGet Player Settings.
Parameters: None.
Returns: { success, productName, companyName, bundleVersion, defaultScreenWidth, defaultScreenHeight, fullscreen, apiCompatibility, scriptingBackend }
Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.
development
Keyword research and validation with real search-demand data — never ship keywords from intuition alone. Probes Google Autocomplete per language (free, no account) to prove demand and discover the exact phrasing people type, checks SERPs for winnability, and uses Keyword Planner/Ahrefs/Semrush exports when the user has access. Activates when: choosing or reviewing SEO keywords, meta keywords, page titles, article topics or slugs, landing page copy targeting search, App Store/ASO keyword fields, multilingual keyword sets, 'what should we rank for', 'keyword analysis', or auditing why a page doesn't rank. Also invoke it as a validation pass whenever another skill or task produces a keyword list.
development
Automate YooAsset hot-update and asset bundles — build bundles, run Editor simulate builds, manage Collector groups, analyze BuildReport, and validate runtime. Use when building or simulating YooAsset bundles, configuring collectors, or validating hot-update assets, even if the user just says "热更" or "打AB包". 自动化 YooAsset 热更新与资源包(构建 bundle、编辑器模拟构建、管理 Collector 分组、分析 BuildReport、运行时校验);当用户要构建或模拟 YooAsset 资源包、配置 collector、或校验热更资源时使用。
development
Source-anchored design rules for YooAsset v2.3.18 — initialization, default-package shortcuts, play modes, asset handles, loading, updates, filesystem, build, and pitfalls. Use when writing or reviewing YooAsset code, initializing packages, loading assets via handles, setting up hot-update/download, or choosing a play mode, even if the user just says "热更" or "资源包". 为 YooAsset v2.3.18 提供源码锚定的设计规则(初始化、默认包快捷方式、运行模式、资源句柄、加载、更新、文件系统、构建、陷阱);当用户要编写或审查 YooAsset 代码、初始化 package、用句柄加载资源、配置热更/下载、或选择运行模式时使用。
data-ai
Last-resort guidance for safely hand-editing Unity serialized YAML (.unity/.prefab/.asset/.meta/ProjectSettings) — reference/fileID repair, GUID safety, and merge-conflict fixes. Use when REST cannot reach the change and YAML must be hand-edited — fixing m_Script GUIDs, broken fileID references, .meta files, or merge conflicts, even if the user just says "场景文件打不开" or "引用丢了". 安全手编 Unity 序列化 YAML(.unity/.prefab/.asset/.meta/ProjectSettings)的最后手段(引用/fileID 修复、GUID 安全、合并冲突修复);当 REST 无法触达、必须手编 YAML 时使用——修复 m_Script GUID、断裂 fileID 引用、.meta 文件或合并冲突。