[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M6KGVPSVBVBZNJ9H7GPPAHA8":3,"skill-same:01M6KGVPSVBVBZNJ9H7GPPAHA8":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":39,"linkOnly":40,"markdownContent":41,"markdownBody":42,"frontMatter":43,"refName":57,"commitSha":58,"skillDirectory":59,"forksCount":60,"repositoryHtmlUrl":61,"repositoryHomepageUrl":6,"ownerHtmlUrl":62,"ownerBlogUrl":6,"ownerDescription":63,"updatedAt":64,"install":65,"resources":78},"01M6KGVPSVBVBZNJ9H7GPPAHA8","unity-probuilder",null,"ProBuilder editable mesh modeling for blockout and level geometry. Use when users want to create ProBuilder shapes, extrude faces, bevel edges, subdivide meshes, weld\u002Fmove vertices, paint per-face materials, or run procedural mesh operations. Triggers: ProBuilder, ProBuilderMesh, mesh modeling, blockout, level geometry, shape, face, edge, vertex, extrude, bevel, chamfer, subdivide, weld, merge, bridge, flip normals, conform normals, project UV, 3D 建模, 建模, 拉伸, 挤出, 倒角, 细分, 焊接, 法线, 面, 边, 顶点, 关卡白模. Requires com.unity.probuilder package; missing-package calls return a diagnostic stub.","dyCuong03\u002Funity-agent-team","dyCuong03","https:\u002F\u002Favatars.githubusercontent.com\u002Fu\u002F137050365?v=4","01M6KFXC85HQHXZJC2VC1KY6EZ","CuongND","01M6KFXCCHP6CD5MTA8NECJC36",8,"MIT","https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002F.claude\u002Fskills\u002Funity-skills\u002Fskills\u002Fprobuilder\u002FSKILL.md",[],[19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38],"unity probuilder","unity","project","stub","at","procedural","move","conform","modeling","geometry","mesh","do","uv","bridge","3D","server","code","run","create","merge","2026-11-10 10:12:30",false,"---\nname: unity-probuilder\ndescription: \"ProBuilder editable mesh modeling for blockout and level geometry. Use when users want to create ProBuilder shapes, extrude faces, bevel edges, subdivide meshes, weld\u002Fmove vertices, paint per-face materials, or run procedural mesh operations. Triggers: ProBuilder, ProBuilderMesh, mesh modeling, blockout, level geometry, shape, face, edge, vertex, extrude, bevel, chamfer, subdivide, weld, merge, bridge, flip normals, conform normals, project UV, 3D 建模, 建模, 拉伸, 挤出, 倒角, 细分, 焊接, 法线, 面, 边, 顶点, 关卡白模. Requires com.unity.probuilder package; missing-package calls return a diagnostic stub.\"\nplatforms: [unity-editor, claude-code]\ntask-categories: [mesh-editing, probuilder, editor-automation]\nuse-when: |-\n  Load when the task requires: ProBuilder editable mesh modeling for blockout and level geometry. Use when users want to create ProBuilder shapes, extrude faces, bevel edges, subdivide meshes, weld\u002Fmove vertices, paint per-face materials, or run procedural mesh operations. Unity Editor must be running with the unity-skills REST server reachable at http:\u002F\u002Flocalhost:8090.\ndo-not-use-when: |-\n  Do not load when Unity Editor is not running locally. Do not load when unity-skills REST server is unreachable at http:\u002F\u002Flocalhost:8090.\nmetadata:\n  source: https:\u002F\u002Fgithub.com\u002FBesty0728\u002FUnity-Skills\n  version: 1.9.2\n  tier: 2\n\n---\n\n# Unity ProBuilder Skills\n\nUse this module for editable ProBuilder meshes, not regular primitive GameObjects. It is best for blockout, level geometry, and procedural mesh refinement.\n\n> **Requires**: `com.unity.probuilder` package.\n> **Batch-first**: For scene blockout or level generation, prefer `probuilder_create_batch` when creating `2+` shapes.\n\n## Guardrails\n\n**Operating Mode** (v1.9 three-tier):\n- **Approval** (default): query skills (e.g. `probuilder_get_info`, `probuilder_get_vertices`) run directly. Create\u002Fmodify skills are FullAuto — call once, get `MODE_RESTRICTED`, run the grant protocol; a successful `\u002Fpermission\u002Fgrant` executes the skill server-side and returns the result in the same response.\n- **Auto** \u002F **Bypass**: SemiAuto and FullAuto run directly.\n- Auto-forbidden in this module: `probuilder_combine_meshes` (`SkillOperation.Modify | Delete`, the `Delete` bit triggers NeverInSemi). It is callable only under Bypass mode or after the user adds it to the Allowlist; the grant flow returns `MODE_FORBIDDEN`. Note `probuilder_delete_faces` is `Operation = SkillOperation.Modify` only and remains grantable under Approval\u002FAuto.\n- When `com.unity.probuilder` is missing, every skill returns a package-missing diagnostic instead of executing.\n\n**DO NOT** (common hallucinations):\n- `probuilder_create_mesh` does not exist -> use `probuilder_create_shape`\n- `probuilder_edit_face` does not exist -> use the specific face skills such as `probuilder_extrude_faces`, `probuilder_delete_faces`, `probuilder_merge_faces`\n- `probuilder_set_material` and `probuilder_set_face_material` are different -> whole object vs selected faces\n- Regular meshes do not become ProBuilder meshes automatically\n- Mesh rebuild calls (`ToMesh()` + `Refresh()`) are already handled by the skills. Do not invent a manual rebuild step\n\n**Routing**:\n- For ordinary primitive objects without editable topology -> use `gameobject_create`\n- For material asset creation or shader work -> use `material`\n- For large blockout generation -> combine this module with `material` and `light`, but keep geometry creation here\n\n## Object Targeting\n\nMost edit\u002Fquery skills accept one of:\n- `name`\n- `instanceId`\n- `path`\n\nPrefer `instanceId` when multiple scene objects share the same name.\n\n## Skills\n\n### Create and Batch\n\n| Skill | Use | Key parameters |\n|-------|-----|----------------|\n| `probuilder_create_shape` | Create a parametric ProBuilder shape | `shape`, `name?`, `x\u002Fy\u002Fz?`, `sizeX\u002FY\u002FZ?`, `rotX\u002FY\u002FZ?` |\n| `probuilder_create_batch` | Create multiple shapes in one call | `items`, `defaultParent?` |\n\nSupported `shape` values: `Cube`, `Sphere`, `Cylinder`, `Cone`, `Torus`, `Prism`, `Arch`, `Pipe`, `Stairs`, `Door`, `Plane`.\n\n### Face and Edge Editing\n\n| Skill | Use | Key parameters |\n|-------|-----|----------------|\n| `probuilder_extrude_faces` | Extrude selected faces | target, `faceIndexes?`, `distance?`, `method?` |\n| `probuilder_delete_faces` | Delete faces by index | target, `faceIndexes` |\n| `probuilder_merge_faces` | Merge faces into one | target, `faceIndexes?` |\n| `probuilder_flip_normals` | Reverse face direction | target, `faceIndexes?` |\n| `probuilder_detach_faces` | Split faces from shared vertices | target, `faceIndexes?`, `deleteSourceFaces?` |\n| `probuilder_bevel_edges` | Chamfer edges | target, `edgeIndexes?`, `amount?` |\n| `probuilder_extrude_edges` | Extrude edges outward | target, `edgeIndexes`, `distance?`, `extrudeAsGroup?` |\n| `probuilder_bridge_edges` | Bridge two edges with new face | target, `edgeA`, `edgeB`, `allowNonManifold?` |\n\n### Mesh, Vertex, UV, Material\n\n| Skill | Use | Key parameters |\n|-------|-----|----------------|\n| `probuilder_subdivide` | Add detail by subdivision | target, `faceIndexes?` |\n| `probuilder_conform_normals` | Make normals point consistently outward | target, `faceIndexes?` |\n| `probuilder_move_vertices` | Offset vertices by delta | target, `vertexIndexes`, `deltaX\u002FY\u002FZ?` |\n| `probuilder_set_vertices` | Set absolute vertex positions | target, `vertices` |\n| `probuilder_get_vertices` | Query vertex positions | target, `vertexIndexes?`, `verbose?` |\n| `probuilder_weld_vertices` | Merge close vertices | target, `vertexIndexes`, `radius?` |\n| `probuilder_project_uv` | Box-project UVs | target, `faceIndexes?`, `channel?` |\n| `probuilder_set_face_material` | Assign material to faces | target, `faceIndexes?`, `materialPath?`, `submeshIndex?` |\n| `probuilder_set_material` | Assign whole-object material or quick color | target, `materialPath?`, `r\u002Fg\u002Fb\u002Fa?` |\n| `probuilder_combine_meshes` | Merge multiple meshes | `names` |\n\n### Query and Pivot\n\n| Skill | Use | Key parameters |\n|-------|-----|----------------|\n| `probuilder_get_info` | Get face\u002Fvertex\u002Fmaterial stats | target |\n| `probuilder_center_pivot` | Center or reposition pivot | target, `worldX\u002FY\u002FZ?` |\n\n## Blockout Workflow\n\n1. Create major volumes with `probuilder_create_batch`.\n2. Verify traversal and gameplay scale before adding detail.\n3. Refine surfaces with face\u002Fedge operations.\n4. Use vertex edits for ramps, slopes, and irregular silhouettes.\n5. Apply quick colors or real materials after layout stabilizes.\n\n## Minimal Example\n\n```python\nimport unity_skills\n\nunity_skills.call_skill(\"probuilder_create_batch\", items=[\n    {\"shape\": \"Cube\", \"name\": \"Ground\", \"sizeX\": 20, \"sizeY\": 0.5, \"sizeZ\": 12, \"y\": -0.25},\n    {\"shape\": \"Cube\", \"name\": \"Platform_A\", \"sizeX\": 3, \"sizeY\": 0.3, \"sizeZ\": 3, \"x\": 4, \"y\": 1.5},\n    {\"shape\": \"Cube\", \"name\": \"Ramp\", \"sizeX\": 3, \"sizeY\": 1, \"sizeZ\": 5, \"x\": 8, \"y\": 0.5}\n])\n\nunity_skills.call_skill(\"probuilder_move_vertices\",\n    name=\"Ramp\",\n    vertexIndexes=\"4,5\",\n    deltaY=-0.8\n)\n\nunity_skills.call_skill(\"probuilder_set_material\",\n    name=\"Platform_A\",\n    r=0.2, g=0.6, b=1.0\n)\n```\n\n## Important Notes\n\n1. ProBuilder objects keep editable topology through `ProBuilderMesh`.\n2. Use `probuilder_get_info` before face edits and `probuilder_get_vertices` before vertex edits.\n3. MeshCollider on physics-driven props must be convex.\n4. Quick color assignment is fine for prototype passes; use material assets for production.\n5. Package missing errors are expected if ProBuilder is not installed.\n\n## Exact Signatures\n\nExact names, parameters, defaults, and returns are defined by `GET \u002Fskills\u002Fschema` or `unity_skills.get_skill_schema()`, not by this file.\nLoad `MODELING_REFERENCE.md` for scene design heuristics, furniture decomposition, detailed examples, and extended modeling tips.\n","# Unity ProBuilder Skills\n\nUse this module for editable ProBuilder meshes, not regular primitive GameObjects. It is best for blockout, level geometry, and procedural mesh refinement.\n\n> **Requires**: `com.unity.probuilder` package.\n> **Batch-first**: For scene blockout or level generation, prefer `probuilder_create_batch` when creating `2+` shapes.\n\n## Guardrails\n\n**Operating Mode** (v1.9 three-tier):\n- **Approval** (default): query skills (e.g. `probuilder_get_info`, `probuilder_get_vertices`) run directly. Create\u002Fmodify skills are FullAuto — call once, get `MODE_RESTRICTED`, run the grant protocol; a successful `\u002Fpermission\u002Fgrant` executes the skill server-side and returns the result in the same response.\n- **Auto** \u002F **Bypass**: SemiAuto and FullAuto run directly.\n- Auto-forbidden in this module: `probuilder_combine_meshes` (`SkillOperation.Modify | Delete`, the `Delete` bit triggers NeverInSemi). It is callable only under Bypass mode or after the user adds it to the Allowlist; the grant flow returns `MODE_FORBIDDEN`. Note `probuilder_delete_faces` is `Operation = SkillOperation.Modify` only and remains grantable under Approval\u002FAuto.\n- When `com.unity.probuilder` is missing, every skill returns a package-missing diagnostic instead of executing.\n\n**DO NOT** (common hallucinations):\n- `probuilder_create_mesh` does not exist -> use `probuilder_create_shape`\n- `probuilder_edit_face` does not exist -> use the specific face skills such as `probuilder_extrude_faces`, `probuilder_delete_faces`, `probuilder_merge_faces`\n- `probuilder_set_material` and `probuilder_set_face_material` are different -> whole object vs selected faces\n- Regular meshes do not become ProBuilder meshes automatically\n- Mesh rebuild calls (`ToMesh()` + `Refresh()`) are already handled by the skills. Do not invent a manual rebuild step\n\n**Routing**:\n- For ordinary primitive objects without editable topology -> use `gameobject_create`\n- For material asset creation or shader work -> use `material`\n- For large blockout generation -> combine this module with `material` and `light`, but keep geometry creation here\n\n## Object Targeting\n\nMost edit\u002Fquery skills accept one of:\n- `name`\n- `instanceId`\n- `path`\n\nPrefer `instanceId` when multiple scene objects share the same name.\n\n## Skills\n\n### Create and Batch\n\n| Skill | Use | Key parameters |\n|-------|-----|----------------|\n| `probuilder_create_shape` | Create a parametric ProBuilder shape | `shape`, `name?`, `x\u002Fy\u002Fz?`, `sizeX\u002FY\u002FZ?`, `rotX\u002FY\u002FZ?` |\n| `probuilder_create_batch` | Create multiple shapes in one call | `items`, `defaultParent?` |\n\nSupported `shape` values: `Cube`, `Sphere`, `Cylinder`, `Cone`, `Torus`, `Prism`, `Arch`, `Pipe`, `Stairs`, `Door`, `Plane`.\n\n### Face and Edge Editing\n\n| Skill | Use | Key parameters |\n|-------|-----|----------------|\n| `probuilder_extrude_faces` | Extrude selected faces | target, `faceIndexes?`, `distance?`, `method?` |\n| `probuilder_delete_faces` | Delete faces by index | target, `faceIndexes` |\n| `probuilder_merge_faces` | Merge faces into one | target, `faceIndexes?` |\n| `probuilder_flip_normals` | Reverse face direction | target, `faceIndexes?` |\n| `probuilder_detach_faces` | Split faces from shared vertices | target, `faceIndexes?`, `deleteSourceFaces?` |\n| `probuilder_bevel_edges` | Chamfer edges | target, `edgeIndexes?`, `amount?` |\n| `probuilder_extrude_edges` | Extrude edges outward | target, `edgeIndexes`, `distance?`, `extrudeAsGroup?` |\n| `probuilder_bridge_edges` | Bridge two edges with new face | target, `edgeA`, `edgeB`, `allowNonManifold?` |\n\n### Mesh, Vertex, UV, Material\n\n| Skill | Use | Key parameters |\n|-------|-----|----------------|\n| `probuilder_subdivide` | Add detail by subdivision | target, `faceIndexes?` |\n| `probuilder_conform_normals` | Make normals point consistently outward | target, `faceIndexes?` |\n| `probuilder_move_vertices` | Offset vertices by delta | target, `vertexIndexes`, `deltaX\u002FY\u002FZ?` |\n| `probuilder_set_vertices` | Set absolute vertex positions | target, `vertices` |\n| `probuilder_get_vertices` | Query vertex positions | target, `vertexIndexes?`, `verbose?` |\n| `probuilder_weld_vertices` | Merge close vertices | target, `vertexIndexes`, `radius?` |\n| `probuilder_project_uv` | Box-project UVs | target, `faceIndexes?`, `channel?` |\n| `probuilder_set_face_material` | Assign material to faces | target, `faceIndexes?`, `materialPath?`, `submeshIndex?` |\n| `probuilder_set_material` | Assign whole-object material or quick color | target, `materialPath?`, `r\u002Fg\u002Fb\u002Fa?` |\n| `probuilder_combine_meshes` | Merge multiple meshes | `names` |\n\n### Query and Pivot\n\n| Skill | Use | Key parameters |\n|-------|-----|----------------|\n| `probuilder_get_info` | Get face\u002Fvertex\u002Fmaterial stats | target |\n| `probuilder_center_pivot` | Center or reposition pivot | target, `worldX\u002FY\u002FZ?` |\n\n## Blockout Workflow\n\n1. Create major volumes with `probuilder_create_batch`.\n2. Verify traversal and gameplay scale before adding detail.\n3. Refine surfaces with face\u002Fedge operations.\n4. Use vertex edits for ramps, slopes, and irregular silhouettes.\n5. Apply quick colors or real materials after layout stabilizes.\n\n## Minimal Example\n\n```python\nimport unity_skills\n\nunity_skills.call_skill(\"probuilder_create_batch\", items=[\n    {\"shape\": \"Cube\", \"name\": \"Ground\", \"sizeX\": 20, \"sizeY\": 0.5, \"sizeZ\": 12, \"y\": -0.25},\n    {\"shape\": \"Cube\", \"name\": \"Platform_A\", \"sizeX\": 3, \"sizeY\": 0.3, \"sizeZ\": 3, \"x\": 4, \"y\": 1.5},\n    {\"shape\": \"Cube\", \"name\": \"Ramp\", \"sizeX\": 3, \"sizeY\": 1, \"sizeZ\": 5, \"x\": 8, \"y\": 0.5}\n])\n\nunity_skills.call_skill(\"probuilder_move_vertices\",\n    name=\"Ramp\",\n    vertexIndexes=\"4,5\",\n    deltaY=-0.8\n)\n\nunity_skills.call_skill(\"probuilder_set_material\",\n    name=\"Platform_A\",\n    r=0.2, g=0.6, b=1.0\n)\n```\n\n## Important Notes\n\n1. ProBuilder objects keep editable topology through `ProBuilderMesh`.\n2. Use `probuilder_get_info` before face edits and `probuilder_get_vertices` before vertex edits.\n3. MeshCollider on physics-driven props must be convex.\n4. Quick color assignment is fine for prototype passes; use material assets for production.\n5. Package missing errors are expected if ProBuilder is not installed.\n\n## Exact Signatures\n\nExact names, parameters, defaults, and returns are defined by `GET \u002Fskills\u002Fschema` or `unity_skills.get_skill_schema()`, not by this file.\nLoad `MODELING_REFERENCE.md` for scene design heuristics, furniture decomposition, detailed examples, and extended modeling tips.\n",{"name":5,"metadata":44,"use-when":48,"platforms":49,"description":7,"do-not-use-when":52,"task-categories":53},{"tier":45,"source":46,"version":47},2,"https:\u002F\u002Fgithub.com\u002FBesty0728\u002FUnity-Skills","1.9.2","Load when the task requires: ProBuilder editable mesh modeling for blockout and level geometry. Use when users want to create ProBuilder shapes, extrude faces, bevel edges, subdivide meshes, weld\u002Fmove vertices, paint per-face materials, or run procedural mesh operations. Unity Editor must be running with the unity-skills REST server reachable at http:\u002F\u002Flocalhost:8090.",[50,51],"unity-editor","claude-code","Do not load when Unity Editor is not running locally. Do not load when unity-skills REST server is unreachable at http:\u002F\u002Flocalhost:8090.",[54,55,56],"mesh-editing","probuilder","editor-automation","main","fe4746b9f07e6c7c2b6d3932002183af9b9f6fa2",".claude\u002Fskills\u002Funity-skills\u002Fskills\u002Fprobuilder",0,"https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team","https:\u002F\u002Fgithub.com\u002FdyCuong03","Game developer","2026-07-25 22:22:25",{"source":8,"skillName":5,"commands":66,"prompt":76,"zipAvailable":77},[67,70,73],{"tool":68,"command":69},"npx","npx skills add dyCuong03\u002Funity-agent-team --skill unity-probuilder",{"tool":71,"command":72},"bunx","bunx skills add dyCuong03\u002Funity-agent-team --skill unity-probuilder",{"tool":74,"command":75},"pnpm","pnpm dlx skills add dyCuong03\u002Funity-agent-team --skill unity-probuilder","安装技能，技能地址：https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002F.claude\u002Fskills\u002Funity-skills\u002Fskills\u002Fprobuilder\u002FSKILL.md",true,[79],{"path":80,"resourceType":81,"resourceTypeDesc":82,"sizeBytes":83,"sourceHtmlUrl":84},"MODELING_REFERENCE.md","REFERENCE","参考文档",5323,"https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002F.claude\u002Fskills\u002Funity-skills\u002Fskills\u002Fprobuilder\u002FMODELING_REFERENCE.md",[86,111,134,159,176,197],{"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":39},"01M6KH55FFS00ET877QSMRYGX4","dots-update-groups","How to choose the right ECS system group and ordering so per-frame and per-fixed-step work is deterministic and never races its own readers. Covers InitializationSystemGroup \u002F SimulationSystemGroup \u002F PresentationSystemGroup \u002F FixedStepSimulationSystemGroup \u002F VariableRateSimulationSystemGroup, UpdateBefore \u002F UpdateAfter peer ordering, OrderFirst \u002F OrderLast group-boundary placement, RateManager, and the cross-group ordering trap. Use when adding an ISystem, fixing \"value visible one frame late\" bugs, or coupling simulation to a fixed timestep.","https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002Fworkspace\u002Fdots-program\u002Fscratch\u002Fwave-2-orchestrator-drafts\u002Fdots-update-groups\u002FSKILL.md",[],[93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110],"update","dots update groups","boundary","simulation","how","system","choose","work","use","never","peer","deterministic","how to","coupling","ecs","bugs","frame","value",{"skillNo":112,"name":113,"nameZh":6,"description":114,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":115,"categories":116,"keywords":117,"publishedAt":39},"01M6KH50PWYEFQDCGYBZ0326F1","dots-transform-patterns","The Entities 1.x transform model — LocalTransform (writable input) vs LocalToWorld (system-owned matrix), Parent\u002FChild hierarchy, reparenting cost, uniform vs non-uniform scale (PostTransformMatrix), and when to opt out with custom transform systems. Use when designing parent\u002Fchild hierarchies, runtime reparenting (mount\u002Fdismount\u002Fsocket), or choosing transform components at the Baker boundary.","https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002Fworkspace\u002Fdots-program\u002Fscratch\u002Fwave-2-orchestrator-drafts\u002Fdots-transform-patterns\u002FSKILL.md",[],[118,119,120,121,95,98,122,123,101,124,125,126,127,128,129,130,23,131,132,133],"patterns","transform","dots transform patterns","components","mount","model","cost","runtime","systems","input","with","matrix","socket","child","custom","hierarchy",{"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":145,"publishedAt":39},"01M6KH4VW4MA14DQW4KQYPFT0S","dots-singleton-patterns","Model cross-system shared configuration and game state as a single-entity component with a strict single-writer contract. Covers RequireForUpdate gating, SystemAPI.GetSingleton \u002F GetSingletonRW \u002F HasSingleton \u002F TryGetSingleton, bake-time vs runtime-created vs ECB-system singletons, the \"exactly one entity\" runtime invariant, and the single-writer rule. Use when designing frame-stable global config, shared mutable state, or any component intended to exist on exactly one entity.","https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002Fworkspace\u002Fdots-program\u002Fscratch\u002Fwave-2-orchestrator-drafts\u002Fdots-singleton-patterns\u002FSKILL.md",[140],{"categoryNo":141,"categoryName":142,"taxonomyType":143,"taxonomyTypeDesc":144},"01JBSEEDCAT000000000000037","律师与法务","PROFESSION","适用职业",[118,146,147,148,149,150,151,98,123,101,152,153,154,125,155,156,128,109,157,158],"singleton","dots singleton patterns","component","config","state","game","writer","time","shared","contract","as","ecb","gating",{"skillNo":160,"name":161,"nameZh":6,"description":162,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":163,"categories":164,"keywords":165,"publishedAt":39},"01M6KH4PR076AYNDZHD63HHWX6","dots-hybrid-bridge","The one-way bridge between DOTS-owned runtime state and Unity-owned presentation. Covers UnityObjectRef for managed asset refs in components, the DOTS-writes \u002F Unity-reads ownership rule, when to use managed IComponentData vs UnityObjectRef vs CompanionComponent, baker-bridge vs runtime-bridge, and SubScene boundary rules. Use when an entity must reference Unity assets (Mesh, Material, AudioClip, ScriptableObject), a MonoBehaviour view must read entity state, or input\u002FUI must trigger ECS work.","https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002Fworkspace\u002Fdots-program\u002Fscratch\u002Fwave-2-orchestrator-drafts\u002Fdots-hybrid-bridge\u002FSKILL.md",[],[32,166,167,29,121,150,95,168,169,100,170,171,101,125,172,20,127,173,174,175],"hybrid","dots hybrid bridge","assets","Rules","read","view","trigger","material","for","managed",{"skillNo":177,"name":178,"nameZh":6,"description":179,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":180,"categories":181,"keywords":182,"publishedAt":39},"01M6KH4FGRQ9AP2ND5H5HX4D83","dots-event-driven-ecs","Model one-frame events and external requests in ECS without dual ownership, polling, or persistent state leaks. Covers request-tag pattern with ECB, enableable command components (no structural change), event buffers (IBufferElementData), explicit consumer ownership, one-frame latency rules, and the banned C# event \u002F UnityEvent \u002F static bus anti-patterns. Use when input\u002FUI\u002Fnetwork must trigger ECS work, when a one-frame signal fans out to N consumers (damage, hit, collision), or when state changes must be processed exactly once.","https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002Fworkspace\u002Fdots-program\u002Fscratch\u002Fwave-2-orchestrator-drafts\u002Fdots-event-driven-ecs\u002FSKILL.md",[],[183,184,107,185,186,121,187,188,189,123,100,190,191,118,192,193,127,194,195,196],"event driven","driven","event","dots event driven ecs","change","ui","network","command","anti-patterns","pattern","structural","events","static","request",{"skillNo":198,"name":199,"nameZh":6,"description":200,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":201,"categories":202,"keywords":214,"publishedAt":39},"01M6KH4BWRGCEBJ8PKCKCSGT33","valid_skill","A complete, well-formed test fixture skill for SkillHub validation testing. Covers basic task routing and code review for Unity projects.","https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002Ftests\u002Ffixtures\u002Fvalid_skill\u002FSKILL.md",[203,208,211],{"categoryNo":204,"categoryName":205,"taxonomyType":206,"taxonomyTypeDesc":207},"01JBSEEDCAT000000000000007","代码审查","SCENARIO","使用场景",{"categoryNo":209,"categoryName":210,"taxonomyType":206,"taxonomyTypeDesc":207},"01JBSEEDCAT000000000000008","测试与质量",{"categoryNo":212,"categoryName":213,"taxonomyType":206,"taxonomyTypeDesc":207},"01JBSEEDCAT000000000000023","Skill与智能体开发",[215,216,217,218,219,220,221,35,222,223,224,225,226,227,20,228,174],"valid skill","valid","code review","testing","review","test","routing","validation","projects","fixture skill","task","fixture","basic","complete"]