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vrc-udonvrc 乌冬面

Agent Skill

vrc-udon 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。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

517

周安装

22

GitHub Stars

1

下载量

181
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:vrc-udon(vrc 乌冬面)
来源仓库:https://github.com/alexanderstephenthompson/claude-hub
仓库路径:skills/vrc-udon
安装命令:
npx skills add https://github.com/alexanderstephenthompson/claude-hub --skill vrc-udon
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/alexanderstephenthompson/claude-hub --skill vrc-udon

简介

vrc-udon 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息。

  • 适合在 Codex、Claude、Cursor、Gemini CLI 中围绕仓库状态、代码变更或协作事项进行整理。
  • 通过 npx skills add 命令从指定仓库安装,需结合原始 README 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。
  • vrc-udon 属于待分类类 Skill,可作为该场景下的辅助能力补充。

SKILL.md

VRChat Udon Skill

Version: 1.0 Stack: VRChat SDK, UdonSharp

Udon looks like regular Unity scripting until you add networking. Then everything changes. Modifying a synced variable without ownership silently fails — no error, no warning, just nothing happens. Forgetting RequestSerialization means your changes never leave your machine. Testing in the editor gives you zero signal about networking bugs because there's only one player. Late joiners see the default state, not the current state, unless you explicitly handle re-serialization.

Every rule in this skill exists because the default Udon behavior is to silently fail.


Scope and Boundaries

This skill covers:

  • UdonSharp syntax and patterns
  • Networking and synchronization
  • Player interactions
  • World events
  • Common Udon behaviors

Defers to other skills:

  • unity-csharp: C# patterns and performance optimization
  • vrc-worlds: World setup and optimization

Use this skill when: Writing Udon scripts for VRChat worlds.


Core Principles

  1. Network Awareness — Every synced variable has bandwidth cost.
  2. Owner Model — Only owner can modify synced variables.
  3. Late Joiners — State must be correct for players who join later.
  4. Local vs Global — Be explicit about what's local vs networked.
  5. Event-Driven — Use SendCustomEvent, not polling.

Patterns

Basic UdonSharp Script

using UdonSharp;
using UnityEngine;
using VRC.SDKBase;
using VRC.Udon;

public class MyBehavior : UdonSharpBehaviour
{
    [UdonSynced] private bool _isActive;

    public override void Interact()
    {
        // Take ownership before modifying synced var
        Networking.SetOwner(Networking.LocalPlayer, gameObject);
        _isActive = !_isActive;
        RequestSerialization();
    }

    public override void OnDeserialization()
    {
        // Called when synced vars update from network
        UpdateVisuals();
    }

    private void UpdateVisuals()
    {
        // Update based on _isActive state
    }
}

Ownership Transfer Pattern

public void TakeOwnershipAndModify()
{
    // Always check and transfer ownership first
    if (!Networking.IsOwner(gameObject))
    {
        Networking.SetOwner(Networking.LocalPlayer, gameObject);
    }

    // Now safe to modify synced variables
    _syncedValue = newValue;
    RequestSerialization();
}

Late Joiner Support

[UdonSynced] private bool _doorOpen;

public override void OnPlayerJoined(VRCPlayerApi player)
{
    // If we're owner, re-serialize state for the new player
    if (Networking.IsOwner(gameObject))
    {
        RequestSerialization();
    }
}

public override void OnDeserialization()
{
    // Late joiners get current state here
    SetDoorState(_doorOpen);
}

Custom Event Communication

// Script A - sends event
public UdonBehaviour targetScript;

public void OnButtonPress()
{
    targetScript.SendCustomEvent("HandleButtonPress");
}

// Script B - receives event
public void HandleButtonPress()
{
    // Handle the event
}

// Network event (all players)
public void TriggerGlobalEvent()
{
    SendCustomNetworkEvent(NetworkEventTarget.All, "OnGlobalEvent");
}

public void OnGlobalEvent()
{
    // Runs on all players
}

Anti-Patterns

Anti-PatternProblemFix
Modifying synced vars without ownershipSilent failureSetOwner first, then modify
Forgetting RequestSerializationChanges don't syncAlways call after modifying synced vars
Syncing too much dataNetwork lagMinimize synced variables
Update() for network checksPerformance wasteUse OnDeserialization, events
No late joiner handlingBroken state for joinersRe-serialize on player join

Checklist

  • Ownership transferred before synced var changes
  • RequestSerialization called after changes
  • OnDeserialization updates all visual state
  • Late joiners handled (OnPlayerJoined + serialize)
  • Network events used for global triggers
  • Minimal synced variable count

References

  • references/networking.md — Udon networking, sync, and ownership patterns

Assets

  • assets/udon-checklist.md — Udon script development checklist

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

36.73%
按下载量换算66

Claude

29.56%
按下载量换算54

Cursor

19.94%
按下载量换算36

Gemini CLI

8.61%
按下载量换算16

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

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

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