AGENT SKILL

unity-project

Project information. Use when users want to read project metadata (Unity version, render pipeline), list shaders/UPM packages, read Layer/Tag definitions, add a custom Tag, read build settings, or read Player Settings. Triggers: project info, project settings, Unity version, render pipeline, list shaders, UPM packages, package manifest, layers, tags, add tag, build settings, player settings, scripting backend, api compatibility, 项目信息, 项目设置, Unity 版本, 渲染管线, 着色器列表, UPM 包列表, 包清单, 图层列表, 标签列表, 添加标签, 构建设置, 玩家设置, 脚本后端.

使用场景后端与接口
License 许可
MIT
最近更新
2026-07-25
Stars
★ 8
Forks
0

01 前言 Front Matter

name
unity-project
metadata
{ "tier": 2, "source": "https://github.com/Besty0728/Unity-Skills", "version": "1.9.2" }
use-when
Load when the task requires: Project information. Use when users want to read project metadata (Unity version, render pipeline), list shaders/UPM packages, read Layer/Tag definitions, add a custom Tag, read build settings, or read Player Settings. Unity Editor must be running with the unity-skills REST server reachable at http://localhost:8090.
platforms
[ "unity-editor", "claude-code" ]
description
Project information. Use when users want to read project metadata (Unity version, render pipeline), list shaders/UPM packages, read Layer/Tag definitions, add a custom Tag, read build settings, or read Player Settings. Triggers: project info, project settings, Unity version, render pipeline, list shaders, UPM packages, package manifest, layers, tags, add tag, build settings, player settings, scripting backend, api compatibility, 项目信息, 项目设置, Unity 版本, 渲染管线, 着色器列表, UPM 包列表, 包清单, 图层列表, 标签列表, 添加标签, 构建设置, 玩家设置, 脚本后端.
do-not-use-when
Do not load when Unity Editor is not running locally. Do not load when unity-skills REST server is unreachable at http://localhost:8090. For graphics / quality / SRP configuration → use `the` module instead.
task-categories
[ "project-structure", "editor-automation" ]

03 SKILL.md 正文

Project Skills

Project information and configuration.

Operating Mode

本模块除 project_add_tag(Operation = Create,未设 Mode 字段,默认 FullAuto,Approval 模式下需 grant)外,其余 8 个 skill(project_get_info / project_get_render_pipeline / project_list_shaders / project_get_build_settings / project_get_packages / project_get_layers / project_get_tags / project_get_player_settings)均标 SkillMode.SemiAuto 且为只读 Query,Approval / Auto / Bypass 三档下都可直接执行。不含 NeverInSemi 高危 skill。

Player Settings、Build Settings、Layer 通过本模块只读获取;如需编辑,请使用 editor_execute_menu 打开 Edit/Project Settings... 或 File/Build Settings...(菜单本身在 editor 模块为 SemiAuto,可直接执行)。

DO NOT (common hallucinations):

  • project_save does not exist → use scene_save (scene module) or editor_execute_menu menuPath="File/Save"
  • project_settings does not exist → use specific skills: project_get_render_pipeline, project_get_build_settings, etc.
  • project_set_resolution / project_set_player_settings do not exist → Player Settings are read-only via project_get_player_settings; to edit, open Project Settings via editor_execute_menu with Edit/Project Settings...
  • project_create does not exist → projects are created via Unity Hub, not REST API

Routing:

  • For graphics / quality / SRP configuration → use the graphics module
  • For Layer/Tag management → project_add_tag (this module); Layers are read-only via project_get_layers (edit via editor_execute_menu → Edit/Project Settings...)
  • For build settings → project_get_build_settings (read-only; use editor_execute_menu → File/Build Settings... to edit)

Skills

project_get_info

Get project information including render pipeline, Unity version, and settings. Parameters: None.

project_get_render_pipeline

Get current render pipeline type and recommended shaders. Parameters: None.

project_list_shaders

List all available shaders in the project. Parameters:

  • filter (string, optional): Filter by name.
  • limit (int, optional): Max results (default 50).

project_get_build_settings

Get build settings (platform, scenes).

Parameters: None.

Returns: { success, activeBuildTarget, buildTargetGroup, sceneCount, scenes }

project_get_packages

List installed UPM packages.

Parameters: None.

Returns: { success, manifest }

project_get_layers

Get all Layer definitions.

Parameters: None.

Returns: { success, count, layers }

project_get_tags

Get all Tag definitions.

Parameters: None.

Returns: { success, count, tags }

project_add_tag

Add a custom Tag.

Parameter Type Required Default Description
tagName string Yes - The tag name to add

Returns: { success, tag }

project_get_player_settings

Get Player Settings.

Parameters: None.

Returns: { success, productName, companyName, bundleVersion, defaultScreenWidth, defaultScreenHeight, fullscreen, apiCompatibility, scriptingBackend }


Exact Signatures

Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.

04 同仓库更多 Skills

dyCuong03
dyCuong03/unity-agent-team

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 / SimulationSystemGroup / PresentationSystemGroup / FixedStepSimulationSystemGroup / VariableRateSimulationSystemGroup, UpdateBefore / UpdateAfter peer ordering, OrderFirst / 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.

★ 8
dyCuong03
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dots-transform-patterns

The Entities 1.x transform model — LocalTransform (writable input) vs LocalToWorld (system-owned matrix), Parent/Child hierarchy, reparenting cost, uniform vs non-uniform scale (PostTransformMatrix), and when to opt out with custom transform systems. Use when designing parent/child hierarchies, runtime reparenting (mount/dismount/socket), or choosing transform components at the Baker boundary.

★ 8
dyCuong03
dyCuong03/unity-agent-team

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 / GetSingletonRW / HasSingleton / 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.

律师与法务
★ 8
dyCuong03
dyCuong03/unity-agent-team

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 / 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/UI must trigger ECS work.

★ 8
dyCuong03
dyCuong03/unity-agent-team

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 / UnityEvent / static bus anti-patterns. Use when input/UI/network 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.

★ 8
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valid_skill

A complete, well-formed test fixture skill for SkillHub validation testing. Covers basic task routing and code review for Unity projects.

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★ 8