gamedev-unity/skills/unity-skills/skills/script/SKILL.md
Create, read, and analyze C# scripts — create, read, replace, append, search, rename, move, and delete scripts, plus compile feedback. Use when authoring or editing C# code, searching across scripts, refactoring file layout, or checking compile errors, even if the user just says "写个脚本" or "改代码". 对 C# 脚本进行增删改查与分析(创建、读取、替换、追加、搜索、重命名、移动、删除脚本,以及编译反馈);当用户要编写或编辑 C# 代码、跨脚本搜索、重构文件布局、或检查编译错误时使用。
npx skillsauth add bernatmv/ai-rules unity-scriptInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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BATCH-FIRST: Use
script_create_batchwhen creating 2+ scripts. DESIGN-FIRST: Before creating gameplay scripts, actively consider coupling, performance, and maintainability. In an existing project, load../project-scout/SKILL.mdfirst. If the user is asking for architecture or refactoring advice, load../architecture/SKILL.mdand then../patterns/SKILL.md,../async/SKILL.md,../inspector/SKILL.md,../performance/SKILL.md,../script-roles/SKILL.md,../scene-contracts/SKILL.md,../testability/SKILL.md, or../scriptdesign/SKILL.mdas needed.
script_read / script_list / script_find_in_file / script_get_info / script_get_compile_feedback,标 SkillMode.SemiAuto)直接执行;写型 skill(script_create / script_create_batch / script_replace / script_append / script_rename / script_move / script_delete,默认 SkillMode.FullAuto)需用户 grant,grant 后服务端一步执行返结果。script_create / script_create_batch / script_replace / script_append / script_delete 会触发 Domain Reload(且多标 RiskLevel=high),script_delete 同时是 Delete 操作 —— 这些 skill 在 Approval / Auto 下被 IsForbiddenInSemi 自动拦截,仅 Bypass 或 Allowlist 命中可执行。DO NOT (common hallucinations):
script_edit / script_update do not exist → use script_replace for find-and-replacescript_write does not exist → use script_create (new file) or script_replace (modify existing)scriptName parameter must NOT include .cs extensionRouting:
script_replace (find/replace) or script_append (add lines)script_readscript_get_compile_feedbackperception module's script_analyze| Single Object | Batch Version | Use Batch When |
|---------------|---------------|----------------|
| script_create | script_create_batch | Creating 2+ scripts |
No batch needed:
script_read - Read script contentscript_delete - Delete scriptscript_find_in_file - Search in scriptsscript_append - Append content to scriptscript_get_compile_feedback - Check compile errors for one script after Unity finishes compilingcreate_script() in scripts/unity_skills.py now waits for Unity to come back once and refreshes compile feedback automatically after script creation.Create a C# script from template.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| scriptName | string | Yes | - | Script class name |
| folder | string | No | "Assets/Scripts" | Save folder |
| template | string | No | "MonoBehaviour" | Template type |
| namespaceName | string | No | null | Optional namespace |
Templates: MonoBehaviour, ScriptableObject, Editor, EditorWindow
Returns: {success, status, path, jobId, className, namespaceName, designReminder, serverAvailability?}
Poll the returned jobId (or call script_get_compile_feedback) to obtain compile diagnostics — they are not embedded in the synchronous response. serverAvailability carries the transient-unavailable hint when Unity is about to reload the script domain.
Create multiple scripts in one call.
Returns: {success, totalItems, successCount, failCount, results: [{success, path, className}], compilation?}
Before batch creation, decide whether each script should be:
MonoBehaviour bridgeScriptableObject configuration assetunity_skills.call_skill("script_create_batch", items=[
{"scriptName": "PlayerController", "folder": "Assets/Scripts/Player", "template": "MonoBehaviour"},
{"scriptName": "EnemyAI", "folder": "Assets/Scripts/Enemy", "template": "MonoBehaviour"},
{"scriptName": "GameSettings", "folder": "Assets/Scripts/Data", "template": "ScriptableObject"}
])
Read script content.
| Parameter | Type | Required | Description |
|-----------|------|----------|-------------|
| scriptPath | string | Yes | Script asset path |
Returns: {path, lines, content}
Delete a script.
| Parameter | Type | Required | Description |
|-----------|------|----------|-------------|
| scriptPath | string | Yes | Script to delete |
Returns: {success, status, deleted, jobId, serverAvailability?}
Search for patterns in scripts.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| pattern | string | Yes | - | Search pattern |
| folder | string | No | "Assets" | Search folder |
| isRegex | bool | No | false | Use regex |
| limit | int | No | 50 | Max results |
Returns: {pattern, matchCount, matches: [{file, line, content}]}
Append content to a script.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| scriptPath | string | Yes | - | Script path |
| content | string | Yes | - | Content to append |
| atLine | int | No | end | Line number to insert at |
Get compile diagnostics related to one script.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| scriptPath | string | Yes | - | Script path |
| limit | int | No | 20 | Max diagnostics |
import unity_skills
# BAD: 3 API calls + 3 Domain Reloads
unity_skills.call_skill("script_create", scriptName="PlayerController", folder="Assets/Scripts/Player")
# Wait for Domain Reload...
unity_skills.call_skill("script_create", scriptName="EnemyAI", folder="Assets/Scripts/Enemy")
# Wait for Domain Reload...
unity_skills.call_skill("script_create", scriptName="GameManager", folder="Assets/Scripts/Core")
# Wait for Domain Reload...
# GOOD: 1 API call + 1 Domain Reload
unity_skills.call_skill("script_create_batch", items=[
{"scriptName": "PlayerController", "folder": "Assets/Scripts/Player"},
{"scriptName": "EnemyAI", "folder": "Assets/Scripts/Enemy"},
{"scriptName": "GameManager", "folder": "Assets/Scripts/Core"}
])
# Wait for Domain Reload once...
After creating or editing scripts, Unity triggers a Domain Reload (recompilation). Use the returned compilation field first. If isCompiling=true, wait for Unity to finish and then call script_get_compile_feedback.
import time
result = unity_skills.call_skill("script_create", scriptName="MyScript")
time.sleep(5) # Wait for Unity to recompile if result["compilation"]["isCompiling"] is true
feedback = unity_skills.call_skill("script_get_compile_feedback", scriptPath=result["path"])
unity_skills.call_skill("component_add", name="Player", componentType="MyScript")
Update, repeated Find, reflection in hot paths, and avoidable allocationsscript_get_compile_feedback and fix reported errorsscript_replaceFind and replace content in a script file.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| scriptPath | string | Yes | - | Script asset path |
| find | string | Yes | - | Text or pattern to find |
| replace | string | Yes | - | Replacement text |
| isRegex | bool | No | false | Use regex matching |
| checkCompile | bool | No | true | Check compilation after replace |
| diagnosticLimit | int | No | 20 | Max compile diagnostics |
Returns: { success, status, path, jobId, replacements, serverAvailability? }
script_listList C# script files in the project.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| folder | string | No | "Assets" | Folder to search in |
| filter | string | No | null | Filter string for path matching |
| limit | int | No | 100 | Max results |
Returns: { count, scripts: [{ path, name }] }
script_get_infoGet script info (class name, base class, methods).
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| scriptPath | string | Yes | - | Script asset path |
Returns: { path, className, baseClass, namespaceName, isMonoBehaviour, publicMethods, publicFields }
script_renameRename a script file.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| scriptPath | string | Yes | - | Script asset path |
| newName | string | Yes | - | New script name (without extension) |
| checkCompile | bool | No | true | Check compilation after rename |
| diagnosticLimit | int | No | 20 | Max compile diagnostics |
Returns: { success, status, path, jobId, oldPath, newName, serverAvailability? }
script_moveMove a script to a new folder.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| scriptPath | string | Yes | - | Script asset path |
| newFolder | string | Yes | - | Destination folder. Must already exist. |
| checkCompile | bool | No | true | Check compilation after move |
| diagnosticLimit | int | No | 20 | Max compile diagnostics |
Returns: { success, status, path, jobId, oldPath, newPath, serverAvailability? }
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。