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f8-foundation-navigation-workflow

Use as the routing skill for selecting the correct F8Framework layer skill chain across foundation, features, editor, tools, and build.

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TippingGame/F8Framework
Last source activity
August 11, 2026 at 13:20
Detected SKILL.md language
English
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886
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141

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SKILL.md
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name
f8-foundation-navigation-workflow
description
Use as the routing skill for selecting the correct F8Framework layer skill chain across foundation, features, editor, tools, and build.
# F8 Foundation Navigation Workflow ## Use this skill when - The request is broad and does not yet map to one module. - The user asks which skill should be used. - The task crosses multiple layers. - You need to decide skill execution order for a complex task. ## Routing source - Assets/f8framework-skills/SKILL.md ## Layer → Skill mapping ### foundation (2) | Skill | When to use | |-------|------------| | `f8-foundation-bootstrap-workflow` | First-time setup, startup sequence, directory walkthrough | | `f8-foundation-navigation-workflow` | Cross-layer routing, skill selection guidance | ### features (22) | Skill | Module | When to use | |-------|--------|------------| | `f8-features-assetmanager-workflow` | AssetManager | Asset loading (sync/async), AB management, resource loading | | `f8-features-audio-workflow` | Audio | BGM, voice, SFX playback and volume control | | `f8-features-download-workflow` | Download | HTTP downloads, resume, progress tracking | | `f8-features-event-workflow` | Event | Message dispatch, event listening, EventDispatcher | | `f8-features-exceltool-workflow` | ExcelTool | Config tables, generated data, optional runtime source, and F7 reload | | `f8-features-fsm-workflow` | FSM | Finite state machine, states, transitions, blackboard | | `f8-features-gameobjectpool-workflow` | GameObjectPool | GameObject pooling, spawn/despawn, lifecycle events | | `f8-features-hotupdatemanager-workflow` | HotUpdateManager | Hot update version management, sub-packages | | `f8-features-hybridclr-workflow` | HybridCLR | C# code hot update via HybridCLR | | `f8-features-input-workflow` | Input | Multi-platform input, virtual buttons, device switching | | `f8-features-localization-workflow` | Localization | Multi-language, component localization, Excel-based | | `f8-features-log-workflow` | Log | Logging, file writing, LogViewer, error reporting | | `f8-features-module-workflow` | Module | ModuleCenter lifecycle, StaticModule, ActivityModule, module creation | | `f8-features-network-workflow` | Network | TCP/KCP/WebSocket client and server | | `f8-features-obfuz-workflow` | Obfuz | Code obfuscation and protection via Obfuz | | `f8-features-procedure-workflow` | Procedure | Game flow control, ProcedureNode management | | `f8-features-referencepool-workflow` | ReferencePool | C# object pooling (IReference) | | `f8-features-sdkmanager-workflow` | SDKManager | Native platform SDK integration | | `f8-features-storage-workflow` | Storage | Local data storage, encryption | | `f8-features-timer-workflow` | Timer | Timer/FrameTimer, server time sync | | `f8-features-tween-workflow` | Tween | Tween animations, sequences, chains | | `f8-features-ui-workflow` | UI | UI panel management, BaseView, layer control | ### editor (12) | Skill | When to use | |-------|------------| | `f8-editor-assetmanager-workflow` | Asset editor tools: F8 generation, AB name management, asset inspector | | `f8-editor-componentbind-workflow` | Component binding code generation, inspector binding | | `f8-editor-event-workflow` | Event system monitor editor window | | `f8-editor-exceltool-workflow` | Excel-only import, F7 reload, F5 settings, and optional pipeline participation | | `f8-editor-f8helper-workflow` | F8Run pipeline, main menu items, and shortcuts | | `f8-editor-gameobjectpool-workflow` | Preload pool Inspector, PoolsPreset asset creation | | `f8-editor-localization-workflow` | F6 language switching, localization editor | | `f8-editor-log-workflow` | Log editor settings, LogViewer | | `f8-editor-module-workflow` | Right-click menu template creation for modules | | `f8-editor-playerprefseditor-workflow` | PlayerPrefs editor window | | `f8-editor-playmodeplus-workflow` | Play mode enhancement tools | | `f8-editor-ui-workflow` | UI sprite slicing, atlas tools, safe area, BaseView template | ### tools (11) | Skill | Source Files | When to use | |-------|-------------|------------| | `f8-tools-runtime-foundation-workflow` | Algorithm/Assert/Program/Time/Unity.cs | Core utility methods | | `f8-tools-assembly-reflection-workflow` | Assembly.cs | Reflection and type discovery | | `f8-tools-converter-workflow` | Converter.cs | Type conversion helpers | | `f8-tools-binaryserializer-workflow` | BinarySerializer.cs | Binary serialization | | `f8-tools-text-json-xml-workflow` | Text/LitJson/Xml.cs | JSON/XML/text processing | | `f8-tools-io-filesystem-workflow` | IO.cs | File I/O operations | | `f8-tools-net-workflow` | Net.cs | HTTP request helpers | | `f8-tools-encryption-compression-zip-workflow` | Encryption/Compression/ZipHelper.cs | AES/ZIP/compression | | `f8-tools-coroutine-mainthread-workflow` | Coroutine/ | Coroutine and main-thread utilities | | `f8-tools-streamingassets-loader-workflow` | StreamingAssetsHelper/ | StreamingAssets file reading | | `f8-tools-threadsync-workflow` | UnityThread/ | Thread synchronization | ### build (1) | Skill | When to use | |-------|------------| | `f8-build-buildpkg-workflow` | F8/F5 pipeline, release and hot update builds, recovery, and Jenkins CI | ## Workflow 1. Parse the request into intent type: - startup and structure → `foundation` - runtime feature behavior → `features` - editor tooling and UI operations → `editor` - low-level utility helper behavior → `tools` - packaging and release output → `build` 2. For mixed tasks, define sequence explicitly: - `foundation` → `editor` → `features` / `build` - `tools` as cross-cutting support when utility internals are involved 3. Return selected skills and reason in one concise mapping list. ## Routing examples | User request | Selected skills | Order | |-------------|----------------|-------| | "How do I start using F8?" | bootstrap | 1 | | "Add BGM to my game" | audio + assetmanager | assetmanager → audio | | "Create a new UI panel" | editor-ui + features-ui | editor-ui → features-ui | | "Set up hot update" | hotupdatemanager + buildpkg | hotupdatemanager → buildpkg | | "Encrypt local save data" | storage + encryption-compression-zip | tools → features | | "Debug network connection" | network + log | features (parallel) | ## Output checklist - Selected layer and skill names. - Short reason for each selection. - Execution order when task spans multiple skills.
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