skills/unity-addressables-content/SKILL.md
Manage Unity Addressables content strategy, groups, labels, asset references, remote catalogs, content builds, and content update validation. MUST use for Addressables setup, group or label organization, remote content delivery, catalog/update checks, runtime load-risk review, or deciding whether assets should become Addressables. Do not use for installing packages without delegating to unity-package-manager, or for unrelated runtime loading code.
npx skillsauth add cuozg/oh-my-skills unity-addressables-contentInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
3 of 9 scanners reported clean
Some scanners were skipped, did not run, or reported a non-clean status. Review each row below.
Guide safe Addressables content-management work from discovery through validation.
Use for:
Do not migrate assets into Addressables unless the user explicitly approves the migration scope.
Packages/manifest.json and Packages/packages-lock.json for com.unity.addressables before assuming Addressables is installed.Assets/AddressableAssetsData/ if present.AssetReference, address keys, labels, or Addressables APIs.unity-package-manager.ManageAsset(Search/GetInfo) to locate Addressables settings assets, groups, schemas, and referenced content.PackageManager_GetData only for package metadata; delegate package changes to unity-package-manager.ReadConsole or GetConsoleLogs after content or package changes.RunCommand only for targeted editor API inspection or validation when asset tools cannot expose needed Addressables data.ManageEditor(GetState) before disruptive editor operations.Verify:
unity-package-manager.unity-asset-generation before making them Addressables.unity-code.unity-build-pipeline or unity-mobile.Report changed or inspected groups, labels, profiles, catalog settings, validation evidence, and any migration risks that still require user approval.
tools
Generate Unity raster image assets through Unity MCP: game sprites, item art, backgrounds, UI icons, portraits, concept images, transparent cutouts, image edits, upscales, background removal, and Unity scene or Game View screenshots. Use when a Unity project needs image files imported under Assets or screenshots captured from the editor. Do not use for meshes, audio, animation, materials, gameplay code, UI Toolkit layout, or generic non-Unity image generation.
tools
Create Unity technical solution documents from user requirements, feature ideas, bug goals, specs, or codebase problems. Use when the user asks for a technical approach, architecture, implementation strategy, solution options, feasibility analysis, system design, or "how should we build/fix this" for Unity runtime, Editor, tools, assets, data, UI, WebGL, SDKs, or production pipelines.
tools
Orchestrate Unity Editor via MCP (Model Context Protocol) tools and resources. Use when working with Unity projects through MCP for Unity - creating/modifying GameObjects, editing scripts, managing scenes, running tests, or any Unity Editor automation. Provides best practices, tool schemas, and workflow patterns for effective Unity-MCP integration.
development
Convert a spec document into an implementation TODO list in the same spec folder. U se when the user says goal-todo, todo from spec, generate tasks from spec, turn this spec into todos, create implementation checklist, extract tasks, or asks to read a Docs/Specs design doc and produce what must be implemented. Includes UI/UX review and codebase investigation before writing the checklist. Do not use for implementing the tasks, creating new goal files, writing test cases, or verifying completed work.