[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M6ESA893GK54DRA87C98MJTA":3,"skill-same:01M6ESA893GK54DRA87C98MJTA":85},{"skillNo":4,"name":5,"nameZh":6,"description":7,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":16,"categories":17,"keywords":18,"publishedAt":30,"linkOnly":31,"markdownContent":32,"markdownBody":33,"frontMatter":34,"refName":37,"commitSha":38,"skillDirectory":39,"forksCount":40,"repositoryHtmlUrl":41,"repositoryHomepageUrl":42,"ownerHtmlUrl":43,"ownerBlogUrl":44,"ownerDescription":45,"updatedAt":46,"install":47,"resources":60},"01M6ESA893GK54DRA87C98MJTA","unity-run-tooling",null,"Run version-matched Unity imports, tests, builds, and player profiling while preserving honest native evidence.","TimothyMeadows\u002FHephaera","TimothyMeadows","https:\u002F\u002Favatars.githubusercontent.com\u002Fu\u002F4072037?v=4","01M6ERVE3WV9X55S1NT4W5FDGA","Timothy D Meadows II","01M6ERVE8H7CBATH6KYFDKG5CJ",4,"MIT","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Funity-run-tooling\u002FSKILL.md",[],[19,20,21,22,23,24,25,26,27,28,29],"run","tooling","unity","unity run tooling","profiling","version","evidence","tests","native","player","imports","2026-11-10 10:12:30",false,"---\nname: unity-run-tooling\ndescription: Run version-matched Unity imports, tests, builds, and player profiling while preserving honest native evidence.\nengines: [UNITY]\n---\n\n# Unity Run Tooling\n\n## When to use\n\nRun version-matched Unity imports, tests, builds, and player profiling while preserving honest native evidence. Use this feature only for Unity-owned project code and assets.\n\n## Activation and prerequisites\n\nRun `commands\u002Fresolve-engine.sh` and `commands\u002Fresolve-skill.sh unity-run-tooling` before edits or tool launches. Continue only when the effective engine is `UNITY` and this skill is eligible. A requested skill never selects its engine. Honor the resolved task override evidence and permitted output scope when an isolated prototype is selected.\n\nLocate the matching installed Editor from project version metadata, licensed availability, target modules\u002FSDKs, package lock, project-owned build methods and test selections. Inspect commands before launch; do not install an Editor, module or package or accept licenses. Record the existing project's template\u002Fversion\u002Fpackages before project creation or migration; do not overwrite it with a new template.\n\n## Workflow\n\n1. Resolve the approved project and output scope before any Editor launch. Detect an already-open project or lock conflict and avoid competing Editor processes or forced termination of the user's session.\n2. Use argument arrays and explicit project paths, logs, target platform, time limits and process cleanup. Record the actual Editor executable\u002Fversion and command; credentials and licensing tokens must not enter artifacts.\n3. Run the project's controlled import\u002Fcompile validation first. Treat unresolved package restoration or unavailable platform modules as blocked prerequisites rather than switching versions or downloading automatically.\n4. Use selected Unity Test Framework EditMode and PlayMode suites with structured result files. Check test discovery and zero-test results explicitly; an Editor exit code alone is insufficient evidence of passed tests.\n5. Build through a project-owned static method invoked by the Editor, with an explicit BuildTarget and BuildReport result. Preserve logs and output hashes; standalone dotnet build cannot certify a Unity player build.\n6. Launch the produced player on the intended surface and verify startup, content loading, input and shutdown. Use target-device Profiler captures for CPU\u002FGPU, allocations and frame budgets; distinguish Editor overhead.\n7. Report graphics limitations: batch mode or -nographics may be useful for imports and tests but cannot prove rendered appearance, physical haptics or device-specific behavior.\n\nRead [packages and project inspection](references\u002Fpackages-and-inspection.md) for UPM operation ownership, Search and Project Auditor. Use [CLI and Pipeline](references\u002Fcli-and-pipeline.md) only when that optional integration is already selected\u002Fconfigured; native Editor batch workflows remain supported.\n\n## Verification\n\n- Exercise one successful fixture and one intentional compile, test or build failure; confirm failed or missing results cannot be reported as passes.\n- Check cancelled\u002Ftime-limited runs terminate only owned process trees and preserve useful logs without leaving the project locked.\n- Record missing Editor\u002Fmodules\u002Flicenses as blocked. For Unity web builds, browser smoke tests supplement rather than replace native tooling evidence.\n- Package requests must reach a terminal result before dependent work. Test offline inventory, malformed\u002Fmissing dependencies and failed completion without changing the selected lock or installing packages implicitly.\n- For optional CLI operations, prove the intended project\u002FEditor binding, actual completion and reconnection behavior. Readiness requires usable compilation\u002Fimport state; connection success alone is insufficient.\n\n## Output\n\nReproducible invocation records, Editor\u002Fpackage\u002Ftarget identities, structured test and BuildReport summaries, hashed player artifacts, smoke\u002Fprofiler evidence and explicit unavailable checks. Record environment, expected and observed results, evidence paths, and blocked or not-run checks separately from passes.\n\n## Boundaries\n\nDo not synthesize native test reports or silently substitute a simulated executable. Installation, license acceptance, signing and publication are separate actions. Engine guidance applies to engine-owned code; independent services retain their architecture contracts.\n\n## References\n\n- [Unity Editor command-line arguments](https:\u002F\u002Fdocs.unity3d.com\u002F6000.3\u002FDocumentation\u002FManual\u002FEditorCommandLineArguments.html). Use the documentation matching the installed project version.\n- [Unity Test Framework command line](https:\u002F\u002Fdocs.unity3d.com\u002FPackages\u002Fcom.unity.test-framework@1.4\u002Fmanual\u002Freference-command-line.html). Use the documentation matching the installed project version.\n\n","# Unity Run Tooling\n\n## When to use\n\nRun version-matched Unity imports, tests, builds, and player profiling while preserving honest native evidence. Use this feature only for Unity-owned project code and assets.\n\n## Activation and prerequisites\n\nRun `commands\u002Fresolve-engine.sh` and `commands\u002Fresolve-skill.sh unity-run-tooling` before edits or tool launches. Continue only when the effective engine is `UNITY` and this skill is eligible. A requested skill never selects its engine. Honor the resolved task override evidence and permitted output scope when an isolated prototype is selected.\n\nLocate the matching installed Editor from project version metadata, licensed availability, target modules\u002FSDKs, package lock, project-owned build methods and test selections. Inspect commands before launch; do not install an Editor, module or package or accept licenses. Record the existing project's template\u002Fversion\u002Fpackages before project creation or migration; do not overwrite it with a new template.\n\n## Workflow\n\n1. Resolve the approved project and output scope before any Editor launch. Detect an already-open project or lock conflict and avoid competing Editor processes or forced termination of the user's session.\n2. Use argument arrays and explicit project paths, logs, target platform, time limits and process cleanup. Record the actual Editor executable\u002Fversion and command; credentials and licensing tokens must not enter artifacts.\n3. Run the project's controlled import\u002Fcompile validation first. Treat unresolved package restoration or unavailable platform modules as blocked prerequisites rather than switching versions or downloading automatically.\n4. Use selected Unity Test Framework EditMode and PlayMode suites with structured result files. Check test discovery and zero-test results explicitly; an Editor exit code alone is insufficient evidence of passed tests.\n5. Build through a project-owned static method invoked by the Editor, with an explicit BuildTarget and BuildReport result. Preserve logs and output hashes; standalone dotnet build cannot certify a Unity player build.\n6. Launch the produced player on the intended surface and verify startup, content loading, input and shutdown. Use target-device Profiler captures for CPU\u002FGPU, allocations and frame budgets; distinguish Editor overhead.\n7. Report graphics limitations: batch mode or -nographics may be useful for imports and tests but cannot prove rendered appearance, physical haptics or device-specific behavior.\n\nRead [packages and project inspection](references\u002Fpackages-and-inspection.md) for UPM operation ownership, Search and Project Auditor. Use [CLI and Pipeline](references\u002Fcli-and-pipeline.md) only when that optional integration is already selected\u002Fconfigured; native Editor batch workflows remain supported.\n\n## Verification\n\n- Exercise one successful fixture and one intentional compile, test or build failure; confirm failed or missing results cannot be reported as passes.\n- Check cancelled\u002Ftime-limited runs terminate only owned process trees and preserve useful logs without leaving the project locked.\n- Record missing Editor\u002Fmodules\u002Flicenses as blocked. For Unity web builds, browser smoke tests supplement rather than replace native tooling evidence.\n- Package requests must reach a terminal result before dependent work. Test offline inventory, malformed\u002Fmissing dependencies and failed completion without changing the selected lock or installing packages implicitly.\n- For optional CLI operations, prove the intended project\u002FEditor binding, actual completion and reconnection behavior. Readiness requires usable compilation\u002Fimport state; connection success alone is insufficient.\n\n## Output\n\nReproducible invocation records, Editor\u002Fpackage\u002Ftarget identities, structured test and BuildReport summaries, hashed player artifacts, smoke\u002Fprofiler evidence and explicit unavailable checks. Record environment, expected and observed results, evidence paths, and blocked or not-run checks separately from passes.\n\n## Boundaries\n\nDo not synthesize native test reports or silently substitute a simulated executable. Installation, license acceptance, signing and publication are separate actions. Engine guidance applies to engine-owned code; independent services retain their architecture contracts.\n\n## References\n\n- [Unity Editor command-line arguments](https:\u002F\u002Fdocs.unity3d.com\u002F6000.3\u002FDocumentation\u002FManual\u002FEditorCommandLineArguments.html). Use the documentation matching the installed project version.\n- [Unity Test Framework command line](https:\u002F\u002Fdocs.unity3d.com\u002FPackages\u002Fcom.unity.test-framework@1.4\u002Fmanual\u002Freference-command-line.html). Use the documentation matching the installed project version.\n\n",{"name":5,"engines":35,"description":7},[36],"UNITY","main","f819d9a9c7d641d8c7e14b59560a4fd358ec4630","skills\u002Funity-run-tooling",3,"https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera","https:\u002F\u002Fhephaera.com\u002F","https:\u002F\u002Fgithub.com\u002FTimothyMeadows","http:\u002F\u002Fwww.timothymeadows.com","Software & AI Systems Architect | Distributed Systems & Agentic Platforms","2026-11-08 22:51:22",{"source":8,"skillName":5,"commands":48,"prompt":58,"zipAvailable":59},[49,52,55],{"tool":50,"command":51},"npx","npx skills add TimothyMeadows\u002FHephaera --skill unity-run-tooling",{"tool":53,"command":54},"bunx","bunx skills add TimothyMeadows\u002FHephaera --skill unity-run-tooling",{"tool":56,"command":57},"pnpm","pnpm dlx skills add TimothyMeadows\u002FHephaera --skill unity-run-tooling","安装技能，技能地址：https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Funity-run-tooling\u002FSKILL.md",true,[61,67,73,77,81],{"path":62,"resourceType":63,"resourceTypeDesc":64,"sizeBytes":65,"sourceHtmlUrl":66},"agents\u002Fopenai.yaml","REFERENCE","参考文档",260,"https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Funity-run-tooling\u002Fagents\u002Fopenai.yaml",{"path":68,"resourceType":69,"resourceTypeDesc":70,"sizeBytes":71,"sourceHtmlUrl":72},"assets\u002Freference.md","ASSET","资产文件",6299,"https:\u002F\u002Fgithub.com\u002Feugenelim\u002Fagent-ready-repo\u002Fblob\u002Fmain\u002F.claude\u002Fskills\u002Fadapt-to-project\u002Fassets\u002Freference.md",{"path":74,"resourceType":63,"resourceTypeDesc":64,"sizeBytes":75,"sourceHtmlUrl":76},"evals\u002Feval_queries.json",2307,"https:\u002F\u002Fgithub.com\u002Feugenelim\u002Fagent-ready-repo\u002Fblob\u002Fmain\u002F.claude\u002Fskills\u002Fadapt-to-project\u002Fevals\u002Feval_queries.json",{"path":78,"resourceType":63,"resourceTypeDesc":64,"sizeBytes":79,"sourceHtmlUrl":80},"references\u002Fcli-and-pipeline.md",3525,"https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Funity-run-tooling\u002Freferences\u002Fcli-and-pipeline.md",{"path":82,"resourceType":63,"resourceTypeDesc":64,"sizeBytes":83,"sourceHtmlUrl":84},"references\u002Fpackages-and-inspection.md",3356,"https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Funity-run-tooling\u002Freferences\u002Fpackages-and-inspection.md",[86,110,134,153,171,190],{"skillNo":87,"name":88,"nameZh":6,"description":89,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":90,"categories":91,"keywords":92,"publishedAt":30},"01M70V3EJ7JDFDFJ3XTKRGKRBP","verify-web3-game-lifecycle","Verify a game's selected Web3 asset, wallet, ownership and trading lifecycle with contract properties, canonical recovery, actual target evidence and separate release readiness.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fverify-web3-game-lifecycle\u002FSKILL.md",[],[93,94,95,96,97,98,25,99,100,101,102,103,104,105,106,107,108,109],"game","verify","lifecycle","verify web3 game lifecycle","web3","with","readiness","release readiness","Wallet","recovery","properties","release","contract","canonical","asset","ownership","trading",{"skillNo":111,"name":112,"nameZh":6,"description":113,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":114,"categories":115,"keywords":116,"publishedAt":30},"01M70V3CS767H4M1FP4C2A7K51","verify-onchain-game-assets","Verify exact on-chain game collection ownership and quantities at canonical blocks, reconcile inventory events, and design honest match admission. Use for ERC721\u002FERC1155 inventory, reorg recovery, reservations, or transfer-during-match rules.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fverify-onchain-game-assets\u002FSKILL.md",[],[93,117,94,118,119,120,121,122,123,124,125,126,127,128,129,130,102,131,132,133],"onchain","game assets","assets","verify onchain game assets","chain","for","inventory","reservations","design","erc721","use","Rules","collection","on-chain","at","blocks","reconcile",{"skillNo":135,"name":136,"nameZh":6,"description":137,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":138,"categories":139,"keywords":140,"publishedAt":30},"01M70TZYWE48MTM8CGGDMWSJDN","plan-web3-game-assets","Define an opt-in Ethereum, Base or Immutable game-asset lifecycle, including token identity, supply, rights, custody, game eligibility and chain-specific dependencies.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fplan-web3-game-assets\u002FSKILL.md",[],[93,141,118,119,142,97,143,144,145,146,121,147,95,148,149,150,151,107,152],"plan","plan web3 game assets","supply","opt","immutable","rights","dependencies","token","base","define","ethereum","identity",{"skillNo":154,"name":155,"nameZh":6,"description":156,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":157,"categories":158,"keywords":159,"publishedAt":30},"01M70TYYZ7SPZ7PE6A6GQ5RXQ9","integrate-game-wallets","Integrate explicit player-wallet connection, scoped SIWE authentication, authority invalidation and reviewed target-specific handoff without application-held player keys.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fintegrate-game-wallets\u002FSKILL.md",[],[93,160,161,162,163,101,164,165,28,166,167,168,169,170],"integrate game wallets","integrate","wallets","siwe","keys","authentication","scoped","connection","authority","application","handoff",{"skillNo":172,"name":173,"nameZh":6,"description":174,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":175,"categories":176,"keywords":177,"publishedAt":30},"01M70TYX656BP1R0KWMYRX437R","integrate-game-asset-trading","Integrate explicitly selected game asset settlement with exact unsigned intents, scoped approvals, idempotent operations and canonical receipt reconciliation. Use for NFT listing, buying, cancellation, retries or marketplace integration.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fintegrate-game-asset-trading\u002FSKILL.md",[],[93,178,161,107,109,179,180,122,166,181,127,182,183,98,184,185,186,187,188,189],"integrate game asset trading","reconciliation","idempotent operations","retries","listing","idempotent","nft","approvals","operations","marketplace","integration","intents",{"skillNo":191,"name":192,"nameZh":6,"description":193,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":194,"categories":195,"keywords":196,"publishedAt":30},"01M70TWV3J83RAJMA7BC62CPAH","build-evm-game-contracts","Author and verify host-owned EVM game collections and explicit mint, burn, craft or admin rules with pinned Solidity tooling. Use for contract source and deployment candidates; deployment and player signing require separate authorization.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fbuild-evm-game-contracts\u002FSKILL.md",[],[93,197,198,199,200,122,201,28,202,105,203,127,128,204,98,205,206,94,207,20],"evm","build","build evm game contracts","contracts","deployment","collections","host","author","admin","signing","mint"]