gamedev-unity/skills/unity-skills/skills/yooasset/SKILL.md
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。
npx skillsauth add bernatmv/ai-rules unity-yooassetInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Editor-side automation for the YooAsset hot-update framework — build pipeline orchestration, Collector configuration CRUD, BuildReport analysis, PlayMode runtime validation, and companion YooAsset tools. Every skill wraps a concrete YooAsset Editor/runtime API path validated against 2.3.18 source. When the package is absent, every skill except yooasset_check_installed returns a NoYooAsset() error with install instructions.
Requires:
com.tuyoogame.yooasset≥ 2.3.15, Unity 2022.3+ (validated against 2.3.18). Strongly recommended: before writing ANY YooAsset runtime code, load yooasset-design. PlayMode / parameter-class / handle-lifecycle pitfalls are strict, and only the advisory module surfaces them.
Operating Mode (v1.9 three-tier):
Approval (default): query/list/read skills (yooasset_check_installed, yooasset_get_default_paths, yooasset_get_build_settings, yooasset_list_collector_packages, yooasset_list_collector_rules, yooasset_list_assetart_scanners, yooasset_runtime_get_validation_result, yooasset_load_build_report, yooasset_list_report_bundles, yooasset_get_bundle_detail, yooasset_list_report_assets, yooasset_get_asset_detail, yooasset_get_dependency_graph, yooasset_compare_build_reports, yooasset_list_independ_assets) run directly. Builders / Collector mutators / scanner runs / window-openers are FullAuto — on MODE_RESTRICTED, run the grant protocol.
Auto / Bypass: SemiAuto and FullAuto run directly.
Auto-forbidden in this module:
MayEnterPlayMode = true → yooasset_runtime_validate_package, yooasset_runtime_cleanupSkillOperation.Delete → yooasset_remove_collector_package, yooasset_remove_collector_group, yooasset_remove_collectorReachable only under Bypass mode or via a user-managed Allowlist entry; the grant flow returns MODE_FORBIDDEN. Note yooasset_build_bundles runs heavy disk I/O but has no Reload/PlayMode flag, so it stays grantable.
When com.tuyoogame.yooasset is missing, every skill except yooasset_check_installed returns a NoYooAsset() error with install instructions.
DO NOT (common hallucinations):
yooasset_initialize / yooasset_load_asset / yooasset_create_downloader — do NOT exist as general-purpose REST skills. Runtime APIs (YooAssets.Initialize, default-package YooAssets.LoadAssetAsync, ResourcePackage.LoadAssetAsync, RequestPackageVersionAsync, CreateResourceDownloader) belong in game code. Use yooasset-design when writing runtime code.yooasset_modify_group / yooasset_delete_collector / yooasset_open_scanner_window — wrong names. Use the exact schema names below or query GET /skills/schema?category=YooAsset.yooasset_install — NOT a skill. Package install is a Package Manager user action.timeout to yooasset_build_bundles — the property was removed in YooAsset 2.3.16. Runtime watchdog now lives on CacheFileSystemParameters.DOWNLOAD_WATCH_DOG_TIME (runtime concern, not a build parameter).yooasset_build_bundles while EditorUserBuildSettings.isBuildingPlayer == true — BuildParameters.CheckBuildParameters throws.Routing:
yooasset_runtime_validate_package + polling/cleanup skills in this module.FindAssetType on IFilterRule) → yooasset-design/PITFALLS.md.| Skill | Purpose | Key Parameters |
|-------|---------|----------------|
| yooasset_check_installed | Reflection probe — works even when the package is missing. Reports runtime assembly, package version, editor availability, and which of the 4 pipelines are present. | (none) |
| Skill | Purpose | Key Parameters |
|-------|---------|----------------|
| yooasset_build_bundles | Build bundles via ScriptableBuildPipeline or RawFileBuildPipeline. Writes to <projectPath>/Bundles/<PackageName>/<Version>. | packageName, packageVersion="auto", pipeline="ScriptableBuildPipeline", buildTarget?, compression="LZ4", fileNameStyle="HashName", clearBuildCache=false, useAssetDependencyDB=true, verifyBuildingResult=true, replaceAssetPathWithAddress=false, stripUnityVersion=false, disableWriteTypeTree=false, trackSpriteAtlasDependencies=false, writeLinkXML=true, cacheServerHost="", cacheServerPort=0, builtinShadersBundleName="", monoScriptsBundleName="", includePathInHash=false, buildinFileCopyOption="None", buildinFileCopyParams="", enableLog=true |
| yooasset_simulate_build | Run AssetBundleSimulateBuilder.SimulateBuild for an EditorSimulateMode package — virtual bundles only, no files written. | packageName |
| yooasset_get_default_paths | Return BuildOutputRoot + StreamingAssetsRoot that YooAsset uses. | (none) |
| yooasset_get_build_settings | Read persisted YooAsset AssetBundle Builder EditorPrefs for a package/pipeline. | packageName, pipeline? |
| yooasset_set_build_settings | Persist AssetBundle Builder EditorPrefs for repeatable build UI defaults. | packageName, pipeline?, compression?, fileNameStyle?, buildinFileCopyOption?, buildinFileCopyParams?, encryptionServicesClassName?, manifestProcessServicesClassName?, manifestRestoreServicesClassName?, clearBuildCache?, useAssetDependencyDB? |
| yooasset_open_builder_window | Open the YooAsset AssetBundle Builder Editor window. | (none) |
| yooasset_open_collector_window | Open the YooAsset AssetBundle Collector Editor window. | (none) |
| Skill | Purpose | Key Parameters |
|-------|---------|----------------|
| yooasset_open_reporter_window | Open the YooAsset AssetBundle Reporter window. | (none) |
| yooasset_open_debugger_window | Open the YooAsset AssetBundle Debugger window. | (none) |
| yooasset_open_assetart_scanner_window | Open the YooAsset AssetArt Scanner window. | (none) |
| yooasset_list_assetart_scanners | List AssetArtScanner configurations, optionally filtered by keyword. | keyword? |
| yooasset_run_assetart_scanner | Run one scanner and optionally save its report file. | scannerGUID, saveDirectory? |
| yooasset_run_all_assetart_scanners | Run all scanners, optionally filtered by keyword. | keyword? |
| yooasset_import_assetart_scanner_config | Import AssetArtScanner JSON config. | configPath |
| yooasset_export_assetart_scanner_config | Export AssetArtScanner JSON config. | configPath |
| Skill | Purpose | Key Parameters |
|-------|---------|----------------|
| yooasset_runtime_validate_package | Start an async PlayMode job that initializes EditorSimulateMode, sets default package, optionally validates one asset load/release and downloader status, then optionally cleans up and returns to Edit Mode. | packageName, assetLocation?, restoreEditMode=true, cleanup=true, checkDownloader=true, downloadingMaxNumber=4, failedTryAgain=1 |
| yooasset_runtime_get_validation_result | Poll the runtime validation job status/result. | jobId |
| yooasset_runtime_cleanup | Remove completed validation jobs and optionally force YooAssets.Destroy() / exit PlayMode. | jobId?, forceYooAssetsDestroy=false, exitPlayMode=false |
| Skill | Purpose | Key Parameters |
|-------|---------|----------------|
| yooasset_list_collector_packages | List Packages → Groups → Collectors tree. verbose=true returns the full descent. | verbose=false |
| yooasset_list_collector_rules | Return registered Active / Address / Pack / Filter / Ignore rule classes. | ruleKind="all" (or activeRule|addressRule|packRule|filterRule|ignoreRule) |
| yooasset_create_collector_package | Create a new Collector Package. Fails on duplicate unless allowDuplicate=true. | packageName, allowDuplicate=false |
| yooasset_create_collector_group | Create a Group inside an existing Package. | packageName, groupName, groupDesc="", activeRule="EnableGroup", assetTags="" |
| yooasset_add_collector | Add an AssetBundleCollector to a Group. Validates collectPath via AssetDatabase and each rule via its registered class name. | packageName, groupName, collectPath, collectorType="MainAssetCollector", addressRule="AddressByFileName", packRule="PackDirectory", filterRule="CollectAll", assetTags="", userData="" |
| yooasset_save_collector_config | Persist the AssetBundleCollectorSetting.asset. Optionally run FixFile() to repair dangling rule references. | fixErrors=true |
| yooasset_modify_collector_settings | Modify global Collector settings. | showPackageView=false, uniqueBundleName=false, save=true |
| yooasset_modify_collector_package | Rename/describe a package and set package-level options. | packageName, packageDesc?, newPackageName?, enableAddressable=false, supportExtensionless=true, locationToLower=false, includeAssetGUID=false, autoCollectShaders=true, ignoreRule="NormalIgnoreRule", save=true |
| yooasset_remove_collector_package | Remove a Collector package by name. | packageName, save=true |
| yooasset_modify_collector_group | Rename/describe a group and update active rule/tags. | packageName, groupName, newGroupName?, groupDesc?, activeRule="EnableGroup", assetTags?, save=true |
| yooasset_remove_collector_group | Remove a group from a package. | packageName, groupName, save=true |
| yooasset_modify_collector | Modify an existing collector matched by collectPath. | packageName, groupName, collectPath, newCollectPath?, collectorType="MainAssetCollector", addressRule="AddressByFileName", packRule="PackDirectory", filterRule="CollectAll", assetTags?, userData?, save=true |
| yooasset_remove_collector | Remove a collector matched by collectPath. | packageName, groupName, collectPath, save=true |
| Skill | Purpose | Key Parameters |
|-------|---------|----------------|
| yooasset_load_build_report | Deserialize a YooAsset BuildReport .report file and return ReportSummary metadata + top-level totals. | reportPath |
| yooasset_list_report_bundles | Paginated / filtered / sorted bundle listing from the report. | reportPath, filterEncrypted?, filterTag?, sortBy="size" (size|name|refCount|dependCount), limit=100, offset=0 |
| yooasset_get_bundle_detail | Full ReportBundleInfo for a single bundle — DependBundles, ReferenceBundles, asset BundleContents. | reportPath, bundleName |
| yooasset_list_report_assets | Paginated / filtered / sorted asset listing from the report. | reportPath, filterBundle?, filterTag?, search?, sortBy="path" (path|size|bundle|dependCount), limit=100, offset=0 |
| yooasset_get_asset_detail | Full ReportAssetInfo by asset path or address. | reportPath, assetPath?, address? |
| yooasset_get_dependency_graph | Compact bundle/asset dependency graph for visualization or focused analysis. | reportPath, rootBundle?, rootAssetPath?, maxNodes=200 |
| yooasset_compare_build_reports | Compare two .report files for bundle/asset additions, removals, and size changes. | oldReportPath, newReportPath, limit=100 |
| yooasset_list_independ_assets | Assets not referenced by any main asset — cleanup candidates. | reportPath, limit=100, offset=0 |
import unity_skills as u
# 0. Probe installation (works even if package is missing)
u.call_skill("yooasset_check_installed")
# -> { installed, packageVersion, availablePipelines: [...], editorAvailable, ... }
# 1. Configure collectors (end-to-end)
u.call_skill("yooasset_list_collector_rules", ruleKind="all") # discover available rule class names
u.call_skill("yooasset_create_collector_package", packageName="DefaultPackage")
u.call_skill("yooasset_create_collector_group",
packageName="DefaultPackage", groupName="UI", activeRule="EnableGroup",
assetTags="ui")
u.call_skill("yooasset_add_collector",
packageName="DefaultPackage", groupName="UI",
collectPath="Assets/GameRes/UI",
collectorType="MainAssetCollector",
addressRule="AddressByFileName",
packRule="PackDirectory",
filterRule="CollectAll")
u.call_skill("yooasset_modify_collector_package",
packageName="DefaultPackage",
enableAddressable=True,
supportExtensionless=True,
locationToLower=False)
u.call_skill("yooasset_save_collector_config", fixErrors=True)
# 2. Simulate build (EditorSimulateMode) — fast, no file I/O
u.call_skill("yooasset_simulate_build", packageName="DefaultPackage")
# -> { packageRootDirectory: ".../Bundles/DefaultPackage/Simulate" }
# 3. Real build
result = u.call_skill("yooasset_build_bundles",
packageName="DefaultPackage",
packageVersion="1.0.0",
pipeline="ScriptableBuildPipeline",
compression="LZ4",
fileNameStyle="HashName",
verifyBuildingResult=True)
# 4. Analyze the report
import os
report_path = os.path.join(
result["outputDirectory"],
f"{result['packageName']}_{result['packageVersion']}.report")
u.call_skill("yooasset_load_build_report", reportPath=report_path)
u.call_skill("yooasset_list_report_bundles", reportPath=report_path, sortBy="size", limit=20)
u.call_skill("yooasset_list_report_assets", reportPath=report_path, search="UI", limit=20)
u.call_skill("yooasset_get_dependency_graph", reportPath=report_path, maxNodes=100)
u.call_skill("yooasset_list_independ_assets", reportPath=report_path)
# 5. Optional PlayMode runtime validation
job = u.call_skill("yooasset_runtime_validate_package",
packageName="DefaultPackage",
assetLocation="ui/example",
restoreEditMode=True,
cleanup=True)
u.call_skill("yooasset_runtime_get_validation_result", jobId=job["jobId"])
yooasset_check_installed is the ONLY skill that works without YOO_ASSET compile define. Every other skill returns NoYooAsset() — correct the environment (install or upgrade the package, then let Unity recompile) before retrying.yooasset_build_bundles pipeline=ScriptableBuildPipeline uses ScriptableBuildParameters; pipeline=RawFileBuildPipeline uses RawFileBuildParameters. EditorSimulateBuildPipeline is rejected here — use yooasset_simulate_build. BuiltinBuildPipeline is legacy and explicitly rejected.packageVersion="auto" fills DateTime.UtcNow.ToString("yyyyMMddHHmm"). Pass a semver string when you want deterministic versioning.yooasset_add_collector validates collectPath via AssetDatabase.LoadAssetAtPath. Paths must be under Assets/...; absolute or relative ../ paths will fail.yooasset_list_collector_rules to discover valid values (e.g. EnableGroup, AddressByFileName, PackDirectory, CollectAll, NormalIgnoreRule).IsDirty=true; modify/remove skills expose save=true. For bulk edits, pass save=false and finish with yooasset_save_collector_config.yooasset_build_bundles is NOT undo-tracked (external file I/O, not scene/asset state). clearBuildCache=true re-runs the full pipeline; defaults avoid it for incremental speed..report file — YooAsset 2.3.18 writes it as <BuildOutputRoot>/<BuildTarget>/<PackageName>/<Version>/<PackageName>_<PackageVersion>.report. Do not pass BuildReport.json, <PackageName>_<PackageVersion>.json, or buildlogtep.json: the .json file is the package manifest and buildlogtep.json is the Scriptable Build Pipeline trace log. yooasset_list_report_bundles reads the .report file standalone, so you can also point it at an archived copy.yooasset_runtime_validate_package is intentionally async; poll the job result and use yooasset_runtime_cleanup if the editor is left in a state you do not want.yooasset_list_independ_assets identifies assets not referenced by any main asset — candidates for the Collector to drop. Verify manually before removing; a main asset created later could still need them.2.3.18 (published 2025-12-04). Source anchors use this version.2.3.15 (enforced by the asmdef versionDefines entry). Earlier versions use an incompatible manifest format and pre-FindAssetType IFilterRule (would not compile against this Skill module).verifyBuildingResult=true.For authoritative parameter names, defaults, and return fields, query GET /skills/schema?category=YooAsset or unity_skills.get_skill_schema(). This document is a routing / best-practice guide, not the signature source.
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
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。
tools
Set up XR Interaction Toolkit (XRI) for VR/AR — XR rigs and grab/socket/ray interactors. Use when building VR/AR interaction, setting up an XR rig, or configuring grab/socket/ray interactors, even if the user just says "VR" or "XR交互". 搭建用于 VR/AR 的 XR Interaction Toolkit(XRI:XR rig、抓取/插槽/射线交互器);当用户要构建 VR/AR 交互、搭建 XR rig、或配置抓取/插槽/射线交互器时使用。