| name | unity-yooasset-design |
| description | Source-anchored design rules for YooAsset v2.3.18 |
Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
Triggers
- Writing or reviewing YooAsset code
- Initializing packages
- Loading assets via handles
- Setting up hot-update/download
- Choosing a play mode
- 编写或审查 YooAsset 代码、初始化 package、用句柄加载资源、配置热更/下载、选择运行模式
YooAsset - Design Rules
Advisory module. Every rule is distilled from YooAsset v2.3.18 (2025-12-04) source at Assets/YooAsset/. Each rule cites a concrete file/line so the reasoning is auditable and the AI does not improvise against stale memory.
Mode: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).
When to Load This Module
Load before writing or reviewing any of:
YooAssets.Initialize() / CreatePackage() / Destroy() bootstrap code
- default package shortcuts:
YooAssets.SetDefaultPackage(...), YooAssets.LoadAssetAsync(...), YooAssets.CreateResourceDownloader(...)
ResourcePackage.InitializeAsync(...) with any of the 5 EPlayMode variants
LoadAssetSync/Async, LoadSubAssetsAsync, LoadAllAssetsAsync, LoadRawFileAsync, LoadSceneAsync and their matching Handle usage / release
- Patch flow:
RequestPackageVersionAsync → UpdatePackageManifestAsync → CreateResourceDownloader → BeginDownload
FileSystemParameters construction (Buildin / Cache / Editor / WebServer / WebRemote / custom)
IDecryptionServices / IRemoteServices / IWebDecryptionServices implementations
- Editor-side
AssetBundleBuilder.Run(...) and AssetBundleCollector configuration
- Any code branching on
EOperationStatus / EFileClearMode / PackageDetails
Critical Rule Summary (memorize even if you skip the sub-docs)
| # | Rule | Source anchor |
|---|
| 1 | Call YooAssets.Initialize() before any CreatePackage() and keep it as a process-level singleton. A second call only logs a warning and returns, but normal architecture should gate it with YooAssets.Initialized. The call creates a [{nameof(YooAssets)}] driver GameObject via DontDestroyOnLoad to pump OperationSystem.Update(). Do not Destroy this driver yourself. | Runtime/YooAssets.cs:38-64 |
| 2 | ResourcePackage.InitializeAsync(...) has no separate EPlayMode argument: it infers play mode from the concrete InitializeParameters subclass. The five built-in subclasses map 1:1 to the five modes; an unknown subclass throws NotImplementedException, while a recognized but semantically wrong subclass wires the wrong file-system topology and fails later. | Runtime/ResourcePackage/ResourcePackage.cs:107-135, 170-181, Runtime/InitializeParameters.cs:8-110 |
| 3 | EditorSimulateMode works only when UNITY_EDITOR is defined; WebPlayMode works only when UNITY_WEBGL is defined (and every other mode is rejected on WebGL). | Runtime/ResourcePackage/ResourcePackage.cs:160-197 |
| 4 | Every AssetHandle / SubAssetsHandle / AllAssetsHandle / RawFileHandle / SceneHandle must be released via Release() or Dispose(). Without release, bundles never unload even with AutoUnloadBundleWhenUnused = true. | Runtime/ResourceManager/Handle/HandleBase.cs:21-40, Runtime/InitializeParameters.cs:48-49 |
| 5 | LoadAssetSync/Async performs a DEBUG-only type guard that rejects any Type derived from UnityEngine.Behaviour and any type not derived from UnityEngine.Object. Treat the restriction as architectural even though the guard is compiled out of non-DEBUG builds. |
Sub-doc Routing
| Sub-doc | When to read |
|---|
| INIT.md | Initialize / Destroy / CreatePackage / TryGetPackage / RemovePackage; single driver GameObject; OperationSystem loop |
| PLAYMODE.md | All 5 EPlayMode values, their matching InitializeParameters subclass, platform #if guards, and the runtime dispatch table |
| HANDLES.md | HandleBase API (Release / IsDone / Progress / Status / LastError / Completed / Task / IEnumerator), AssetHandle.Instantiate*, reference counting, AutoUnloadBundleWhenUnused |
| LOADING.md | LoadAsset, LoadSubAssets, LoadAllAssets, LoadRawFile, LoadScene — all overloads + Behaviour/Type rejection + LoadSceneParameters |
| UPDATE.md | Patch flow, RequestPackageVersionOperation, UpdatePackageManifestOperation, PreDownloadContentOperation, ResourceDownloaderOperation (4 callbacks, pause/resume/cancel, Combine) |
| FILESYSTEM.md | FileSystemParameters + 24 FileSystemParametersDefine constants + 5 factory helpers + IDecryptionServices / IRemoteServices / IWebDecryptionServices |
| BUILD.md |
Routing to Other Modules
- Asmdef & assembly layout for YooAsset consumers → load asmdef
- Async orchestration across multiple YooAsset operations → load async
- Architecture-level decisions (Addressables vs YooAsset, single-package vs multi-package) → load architecture
- Performance review of load/release hot paths → load performance
Version Scope
This document targets YooAsset 2.3.18 (2025-12-04). Key recent history:
- 2.3.18 — added
UNPACK_FILE_SYSTEM_ROOT file-system parameter, EFileClearMode.ClearBundleFilesByLocations, RawFileBuildParameters.IncludePathInHash.
- 2.3.17 — [CRITICAL] fixed a CRC-validation bug that let corrupted downloads pass verification on 2.3.15/2.3.16. Also fixed a Package-destroy race where an in-flight
AssetBundle load could block unload.
- 2.3.16 — removed the downloader
timeout parameter (use DOWNLOAD_WATCH_DOG_TIME on the cache file system instead). IFilterRule gained a required FindAssetType property.
- 2.3.15 — bumped the manifest binary format; installers built with 2.3.15+ are not readable by 2.3.14 or earlier clients and vice versa. Added
FILE_VERIFY_MAX_CONCURRENCY, StripUnityVersion, preview UseWeakReferenceHandle (under YOOASSET_EXPERIMENTAL).
Source: Assets/YooAsset/CHANGELOG.md:5-275.
Migration Notes (hallucination shield)
| Legacy API (pre-2.3.18) | Status in 2.3.18 | Replacement | Source |
|---|
CreateResourceDownloader(count, retry, timeout) overload / ResourceDownloaderOperation.timeout property | Removed in 2.3.16 | Assign DOWNLOAD_WATCH_DOG_TIME on the CacheFileSystemParameters / BuildinFileSystemParameters | CHANGELOG.md:173-177, FileSystemParametersDefine.cs:18 |
IFilterRule without a FindAssetType property | Breaking change in 2.3.16 — compilation breaks | Implement public string FindAssetType { get; } that returns a Unity asset-type filter string | CHANGELOG.md:179-192 |
| Old manifest binary (pre-2.3.15 client reading a 2.3.15+ manifest, or vice versa) | Wire-incompatible | Rebuild + re-ship installer; no runtime bridge exists | CHANGELOG.md:196-198 |
YooAssets.LoadAsset(...) | Does not exist — method names include LoadAssetSync / LoadAssetAsync, not bare LoadAsset | package.LoadAssetAsync<T>(location) or YooAssets.LoadAssetAsync<T>(location) after SetDefaultPackage | Runtime/YooAssetsExtension.cs:217-295, Runtime/ResourcePackage/ResourcePackage.cs:641-732 |
YooAssets.LoadAssetAsync(...) marked as hallucination | Outdated rule — 2.3.18 has this default-package shortcut | Prefer package.LoadAssetAsync<T>(location) for explicit ownership; static shortcut is acceptable only after YooAssets.SetDefaultPackage(package) | Runtime/YooAssetsExtension.cs:16, 260-295 |
package.UnloadUnusedAssets() (synchronous) | Does not exist | package.UnloadUnusedAssetsAsync(int loopCount = 10) returns an UnloadUnusedAssetsOperation |
When in doubt, read the cited source — not your memory.