Unity Skills - Module Index
Module docs. Start with ../SKILL.md for mode switching and schema-first rules.
Multi-instance: For version-specific projects, callunity_skills.set_unity_version(...)first. Schema-first: UseGET /skills/schemaorunity_skills.get_skill_schema()for exact signatures. Load module docs for workflow guidance and guardrails.
Modules
Mode reminder:SAmodules are available in Semi-Auto by default.FAmodules require Full-Auto mode.
| Module | Mode | Description | Batch Support |
|---|---|---|---|
| gameobject | FA | Object create/move/parent | Yes |
| component | FA | Component add/remove/configure | Yes |
| material | FA | Material property edits | Yes |
| light | FA | Light create/configure | Yes |
| prefab | FA | Prefab create/apply/spawn | Yes |
| asset | SA | Asset refresh/find/info | Yes |
| batch | FA | Batch and async jobs | Built-in |
| ui | FA | UGUI Canvas/UI creation | Yes |
| uitoolkit | FA | UXML/USS/UIDocument | No |
| script | SA | Script create/read/update | Yes |
| scene | SA | Scene load/save/query | No |
| editor | SA | Play/select/undo/redo | No |
| animator | FA | Animator controllers | No |
| shader | FA | Shader create/list | No |
| console | SA | Log capture/filter | No |
| validation | FA | Broken reference checks | No |
| importer | FA | Texture/audio/model import | Yes |
| cinemachine | FA | VCam operations | No |
| probuilder | FA | ProBuilder mesh edits | No |
| xr | FA | XRI setup | No |
| terrain | FA | Terrain create/paint | No |
| physics | FA | Raycast/overlap/gravity | No |
| navmesh | FA | NavMesh bake/query | No |
| timeline | FA | Timeline tracks/clips | No |
| workflow | SA | Task snapshots/undo | No |
| cleaner | FA | Unused/duplicate assets | No |
| smart | FA | Query/layout/auto-bind | No |
| perception | SA | Scene/project analysis | No |
| camera | FA | Scene View camera | No |
| event | FA | UnityEvent wiring | No |
| package | FA | UPM install/query | No |
| project | FA | Project info/settings | No |
| profiler | FA | Perf statistics | No |
| optimization | FA | Asset optimization | No |
| sample | FA | Demo/test skills | No |
| debug | SA | Compile/system diagnostics | No |
| test | FA | Unity Test Runner | No |
| bookmark | FA | Scene View bookmarks | No |
| history | FA | Undo/redo history | No |
| scriptableobject | FA | ScriptableObject assets | No |
Advisory Design Modules
These modules provide design guidance only.
| Module | Description |
|---|---|
| project-scout | Inspect existing project |
| architecture | Plan system boundaries |
| adr | Record tradeoffs |
| performance | Review hot paths |
| asmdef | Plan asmdef deps |
| blueprints | Small-game blueprints |
| script-roles | Assign class roles |
| scene-contracts | Define scene wiring |
| testability | Extract testable logic |
| patterns | Choose patterns |
| async | Choose async model |
| inspector | Design authoring UX |
| scriptdesign | Review script structure |
Batch-First Rule
When a Full-Auto task touches 2+ objects, prefer *_batch skills over repeated single-item calls.
Skill Naming Convention
Skills follow <module>_<action> or <module>_<action>_batch. Use schema to verify the exact prefix list. Special: scene_analyze, hierarchy_describe, project_stack_detect → perception; job_* → batch. If a skill name does not match a valid prefix or a schema result, do not invent it.