Skill~/unity-yaml-editing/SKILL.md
Unity YAML text serialization editing workflow. Use when Codex needs to directly inspect, modify, create, or repair Unity serialized YAML files such as .unity scenes, .prefab assets, .asset ScriptableObject/config files, .mat, .controller, or other text-serialized Unity assets, especially when AIBridge inspector/prefab/scene APIs do not support the requested Prefab, Scene, ScriptableObjectTable, or custom asset operation
npx skillsauth add liyingsong99/aibridge unity-yaml-editingInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Load this Skill only after considering Unity/AIBridge APIs. UnityYAML is fragile, and direct text edits are the fallback for unsupported serialized asset operations, deterministic repair work, and rare text-serialized asset authoring that AIBridge/Unity APIs cannot express
aibridge Inspector/SerializedProperty commands for single readable field edits on scene objects, prefab assets, and .asset files.inspector set_properties for small batched field edits on one target.aibridge-prefab-patch for complex Prefab child/component/property/array/reference edits it supports..unity structure/object creation or unsupported scene edits..meta creation, or Prefab/Variant structures not covered by prefab patch..asset, .mat, .controller, or other serialized assets requiring unsupported structural changes.references/unity-yaml-reference.md before editing.m_Script, GUIDs, and local fileIDs unless a new object must be created..meta file and ensure its GUID does not already appear in the project..meta GUID first and use it in m_Script.%YAML, %TAG, --- !u!<classID> &<fileID> headers, class IDs, GUIDs, or fileIDs without a clear reference update plan..meta GUIDs stable. Creating a new asset requires creating/retaining the paired .meta file through Unity when possible.m_Children, child m_Father, GameObject.m_Component, and component m_GameObject.references/unity-yaml-reference.md: detailed UnityYAML format, editing patterns, safety checks, and validation checklisttools
AIBridge workflow and multi-agent orchestration guidance. Use when Codex needs to design, review, or execute a multi-agent workflow plan, split Unity work into parallel or pipeline agent roles, define structured workflow artifacts, choose between batch/multi automation and agent orchestration, run adversarial verification, investigate Runtime debug evidence, sweep multiple Runtime targets, or prepare AIBridge workflow recipes
development
AIBridge/Unity 多分支开发工作流入口。Use when a task requires code or Unity asset changes, persistent AGENTS/Skill/workflow rule changes, root-cause debugging, Runtime/log evidence, risk review, validation verdicts, or workflow recipes. Do not use for pure Q&A, simple explanation, simple search/display, or read-only analysis with no changes and no verdict
tools
Unity Editor and Player Runtime CLI integration for AIBridge. Use for harness snapshot reads, Unity compile/logs/assets/scenes/prefabs/Inspector, screenshots/GIFs, Play Mode input, Runtime Player targets, focus/menu/game view, AIBridgeCLI syntax, or shellless external-tool routing through exec. Route batch/multi, complex prefab patching, and direct UnityYAML edits to specialized Skills
development
Optional read-only AIBridge Code Index semantic lookup for Unity C# code search and source navigation. Use when this Skill is installed, Code Index is enabled, and Codex needs to find C# symbols, definitions, references, implementations, derived types, callers, or diagnostics, including code lookup during development tasks. Do not use for literal text, config, asset, scene, prefab, or non-C# searches; use rg, host file reads, or regular AIBridge commands instead