Token导航 LogoToken导航TokenDH.com
研究检索只读github未标认证来源可访问许可证需确认审计通过

unity-r3Unity R3 搜索

Agent Skill

unity-r3 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

238

周安装

10

GitHub Stars

8

下载量

83
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:unity-r3(Unity R3 搜索)
来源仓库:https://github.com/creator-hian/claude-code-plugins
仓库路径:skills/unity-r3
安装命令:
npx skills add https://github.com/creator-hian/claude-code-plugins --skill unity-r3
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/creator-hian/claude-code-plugins --skill unity-r3

简介

unity-r3 用于查找、检索和筛选相关信息。

  • 适合在 Codex、Claude、Cursor、Gemini CLI 中根据关键词或任务场景快速定位候选结果。
  • 支持 R3 相关技术栈与资源的检索。
  • 安装前需确认权限范围、维护状态及是否触发联网或命令执行。
  • 建议结合原始 README 核验具体功能与使用方式。

SKILL.md

Unity R3 - Modern Reactive Extensions for Unity

Overview

R3 is a modern, high-performance Reactive Extensions library for Unity developed by Cysharp (same author as UniTask), providing observable streams and reactive patterns optimized for Unity.

Library: R3 by Cysharp

R3 vs UniRx: R3 is the modern successor to UniRx with better performance, async enumerable support, and Unity 2022+ optimization. For legacy UniRx projects, see unity-unirx skill.

Foundation Required: unity-csharp-fundamentals (TryGetComponent, FindAnyObjectByType), csharp-async-patterns (async fundamentals), unity-async (Unity context)

Core Topics:

  • Observable sequences and observers
  • Reactive operators and transformations
  • Hot vs Cold observables
  • ReactiveProperty for state management
  • Event-driven architecture patterns
  • MVVM/MVP implementation
  • UI event handling and data binding

Learning Path: C# events → Reactive patterns → Observable composition → MVVM architecture

Quick Start

Basic Observable Patterns

using R3;

// Create observable from events
button.OnClickAsObservable()
    .Subscribe(_ => Debug.Log("Button clicked!"))
    .AddTo(this);

// Property observation
this.ObserveEveryValueChanged(x => x.transform.position)
    .Subscribe(pos => Debug.Log($"Position: {pos}"))
    .AddTo(this);

// Time-based observables
Observable.Interval(TimeSpan.FromSeconds(1))
    .Subscribe(x => Debug.Log($"Tick: {x}"))
    .AddTo(this);

ReactiveProperty

// Reactive state management
public class Player : MonoBehaviour
{
    public ReactiveProperty<int> Health { get; } = new(100);
    public ReadOnlyReactiveProperty<bool> IsDead { get; }

    public Player()
    {
        IsDead = Health.Select(h => h <= 0).ToReadOnlyReactiveProperty();
    }
}

When to Use

Unity Reactive (This Skill)

  • Event-driven architecture and complex event handling
  • MVVM/MVP pattern implementation
  • UI data binding and reactive state
  • Asynchronous event streams
  • Complex state management
  • Real-time data flow coordination

Alternatives

  • unity-unirx: Legacy UniRx library (pre-2022 projects)
  • unity-async/unity-unitask: Single async operations, not event streams
  • C# events: Simple event handling without composition

R3-Specific Features

  • Async enumerable (IAsyncEnumerable<T>) integration
  • Better performance than UniRx
  • Unity 2022+ optimization
  • Struct-based observers for zero allocation
  • Built-in time providers for testing

Reference Documentation

Reactive Fundamentals

Core R3 concepts:

  • Observable creation patterns
  • Hot vs Cold observables
  • Subscription lifecycle
  • Marble diagrams
  • Basic operators (Select, Where, DistinctUntilChanged)

Reactive Operators

Transformation and composition:

  • Filtering operators (Where, Throttle, Debounce)
  • Transformation operators (Select, SelectMany)
  • Combination operators (CombineLatest, Merge, Zip)
  • Time operators (Delay, Timeout, Sample)
  • Error handling operators (Catch, Retry)

Architecture Patterns

Application patterns:

  • MVVM with ReactiveProperty
  • Event Aggregator pattern
  • State management systems
  • UI data binding
  • Message broker implementation

Key Principles

  1. Declarative Event Handling: Define what should happen, not how to subscribe/unsubscribe
  2. Automatic Disposal: Use AddTo(this) for MonoBehaviour lifecycle management
  3. Composition over Callbacks: Chain operators instead of nested callbacks
  4. Hot/Cold Awareness: Understand when observables start emitting
  5. Marble Diagram Thinking: Visualize data flow over time

Common Patterns

UI Event Handling

// Button with throttle to prevent spam
button.OnClickAsObservable()
    .Throttle(TimeSpan.FromSeconds(1))
    .Subscribe(_ => OnButtonClick())
    .AddTo(this);

// Input validation
inputField.OnValueChangedAsObservable()
    .Where(text => text.Length > 3)
    .Throttle(TimeSpan.FromSeconds(0.5))
    .Subscribe(ValidateInput)
    .AddTo(this);

State Management

public class GameState : MonoBehaviour
{
    public ReactiveProperty<int> Score { get; } = new(0);
    public ReactiveProperty<int> Lives { get; } = new(3);
    public ReadOnlyReactiveProperty<bool> GameOver { get; }

    public GameState()
    {
        GameOver = Lives.Select(l => l <= 0).ToReadOnlyReactiveProperty();

        GameOver.Where(over => over)
            .Subscribe(_ => OnGameOver())
            .AddTo(this);
    }
}

Multiple Stream Combination

// Combine position and health for decision making
Observable.CombineLatest(
    playerTransform.ObserveEveryValueChanged(t => t.position),
    playerHealth.Health,
    (pos, health) => new { Position = pos, Health = health }
)
.Where(state => state.Health < 30)
.Subscribe(state => FindNearestHealthPack(state.Position))
.AddTo(this);

Integration with Other Skills

  • unity-unitask: Convert observables to UniTask with ToUniTask()
  • unity-vcontainer: Inject ReactiveProperty as dependencies via VContainer
  • unity-ui: Bind observables to UI elements for automatic updates
  • unity-async: Bridge async operations with Observable.FromAsync()
  • unity-unirx: For legacy projects (not recommended for new projects)

Platform Considerations

  • WebGL: Full support with frame-based timing
  • Mobile: Efficient for UI and event handling
  • All Platforms: Zero allocation after initial setup

Best Practices

  1. Always use AddTo(): Prevent memory leaks with automatic disposal
  2. Throttle/Debounce user input: Prevent excessive processing
  3. Use ReactiveProperty for state: Better than manual event raising
  4. Understand hot vs cold: Know when subscriptions trigger work
  5. Avoid nested subscriptions: Use SelectMany for flattening
  6. Test with TestScheduler: Write deterministic reactive tests
  7. Consider backpressure: Handle fast producers with Sample or Buffer

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

36.65%
按下载量换算30

Claude

30.72%
按下载量换算25

Cursor

20.84%
按下载量换算17

Gemini CLI

8.83%
按下载量换算7

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

继续浏览同类 Skills