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Unity-Skills
Unity-Skills contiene 73 skills recopiladas de Besty0728, con cobertura ocupacional por repositorio y páginas de detalle dentro del sitio.
Skills en este repositorio
Automate the Unity Editor through a local REST API — create and edit scripts, build scenes and prefabs, manage assets/materials/lighting, run tests, and drive hundreds of Editor operations across modules. Use whenever the user wants to operate Unity from chat — create or modify GameObjects/scripts/scenes/assets, batch-edit, or run any Unity Editor automation, even if they just say "在 Unity 里…" or "操作 Unity". 通过本地 REST API 自动化 Unity 编辑器(创建与编辑脚本、搭建场景与 Prefab、管理资源/材质/灯光、运行测试,覆盖跨模块的数百项编辑器操作);当用户想从对话里操作 Unity——创建或修改 GameObject/脚本/场景/资源、批量编辑、或执行任何 Unity 编辑器自动化时使用。
Manage Unity Package Manager (UPM) — install, remove, refresh, search, inspect, and list packages. Use when adding or removing UPM packages, checking installed versions, searching the registry, or scripting package operations, even if the user just says "装个包" or "UPM". 管理 Unity Package Manager(UPM:安装、移除、刷新、搜索、查看、列出包);当用户要添加或移除 UPM 包、检查已装版本、搜索 registry、或脚本化包操作时使用。
Index of all Unity Skills modules — functional (REST) modules and advisory (design) modules. Browse available modules, check operating-mode requirements (Approval/Auto/Bypass), and pick the right module for a task. Use when looking for which Unity module handles something, browsing the module catalog, or checking a module's mode requirements, even if the user just says "有哪些 Unity 技能" or "Unity 模块列表". Unity Skills 所有模块的索引(功能型 REST 模块与建议型设计模块);当用户要查找某事由哪个 Unity 模块处理、浏览模块目录、或确认模块的模式要求时使用。
Run Unity Test Runner operations asynchronously — run/discover/list/cancel tests, poll job results, and create test templates. Use when running EditMode/PlayMode tests, discovering or listing tests, polling async test results, or scaffolding test files, even if the user just says "跑测试" or "单元测试". 异步执行 Unity Test Runner 操作(运行/发现/列出/取消测试、轮询任务结果、创建测试模板);当用户要运行 EditMode/PlayMode 测试、发现或列出测试、轮询异步测试结果、或生成测试文件时使用。
Persistent operation history and orchestration — snapshots, task/session undo, bookmarks, and batch planning/retry/rollback. Use when undoing a whole task or session, snapshotting before risky changes, planning or previewing batch operations, or rolling back, even if the user just says "撤销整个操作" or "回滚". 持久化操作历史与编排(快照、任务/会话级撤销、书签、批量规划/重试/回滚);当用户要撤销整个任务或会话、在高危改动前快照、规划或预览批量操作、或回滚时使用。
Source-anchored design rules for PrimeTween 1.4.6 — factory tweens, non-reusable handles, sequences, cycles, callbacks, cancellation, async/coroutine waiting, and configuration. Use when writing or reviewing PrimeTween animation code or diagnosing its lifecycle behavior. 为 PrimeTween 1.4.6 提供源码锚定的设计规则(工厂补间、不可复用句柄、序列、循环、回调、取消、异步/协程等待与配置);当用户编写或审查 PrimeTween 动画代码、或诊断其生命周期行为时使用。
Inspect PrimeTween Free, discover its public animation factories, and generate lifecycle-aware PrimeTween runtime scripts. Use when checking a PrimeTween installation, exploring supported animation APIs, or generating Transform/Sequence animation code. 检查 PrimeTween Free 安装状态、探索其公开动画工厂方法、或生成生命周期感知的 PrimeTween 运行时代码(Transform/Sequence 动画)时使用。
Control and observe the Unity Editor — read persistent scene/file changes, enter/exit/pause play mode, select objects, undo/redo, and execute menu items. Use after the user edited Unity while the AI was away, when file watching reports changes, or when driving Editor state. 控制并观察 Unity 编辑器(读取持久化场景/文件变更、进入/退出/暂停 play mode、选中对象、撤销/重做、执行菜单项);当用户在 AI 离开期间修改了 Unity、文件监控发现变化、或需要操控编辑器状态时使用。
Read Unity project information — project metadata such as Unity version and render pipeline, plus lists of shaders and UPM packages. Use when checking the Unity version, detecting the render pipeline, or listing installed shaders/packages, even if the user just says "项目信息" or "什么版本". 读取 Unity 项目信息(项目元数据如 Unity 版本与渲染管线,以及 shader 与 UPM 包列表);当用户要查看 Unity 版本、判断渲染管线、或列出已装 shader/包时使用。
Create and manipulate GameObjects — create, delete, move, rotate, scale, parent, find, rename, batch-edit. Use when building or restructuring a scene hierarchy, spawning or removing objects, or adjusting transforms, even if the user doesn't say "GameObject". 创建与操控 GameObject(增删、移动、旋转、缩放、父子、查找、重命名、批量编辑);当用户要搭建或调整场景层级、新建或删除物体、修改 Transform 时使用。
Manage undo/redo history over the Unity Editor native undo stack — inspect, step through, and control recorded operations. Use when reviewing or navigating the undo history, stepping undo/redo, or auditing what changed, even if the user just says "撤销历史" or "回退操作". 管理 Unity 编辑器原生撤销栈上的撤销/重做历史(查看、逐步遍历、控制已记录的操作);当用户要查看或浏览撤销历史、逐步撤销/重做、或审查改动时使用。
Manage ScriptableObject assets — create, read, modify, delete, duplicate, find, and list SO assets. Use when creating or editing ScriptableObject data assets, finding SO instances, or scripting SO management, even if the user just says "配置表" or "SO资产". 管理 ScriptableObject 资产(创建、读取、修改、删除、复制、查找、列出 SO 资产);当用户要创建或编辑 ScriptableObject 数据资产、查找 SO 实例、或脚本化管理 SO 时使用。
Source-anchored design rules for Unity Addressables across two versions — 1.22.3 on Unity 2022 and 2.9.1 on Unity 6 — covering initialization, async operation handles, asset/scene loading, catalog updates, content download, AssetReference, and version migration. Use when writing or reviewing Addressables code, loading assets/scenes asynchronously, setting up hot-update or catalog refresh, or migrating between versions, even if the user just says "可寻址" or "热更". 为 Unity Addressables 提供源码锚定的设计规则(覆盖两个版本,Unity 2022 用 1.22.3、Unity 6 用 2.9.1;含初始化、异步操作句柄、资源/场景加载、目录更新、资源下载、AssetReference、版本迁移);当用户要编写或审查 Addressables 代码、异步加载资源/场景、配置热更新或目录刷新时使用。
Helps record Unity architecture decisions (ADR) — compare options, weigh tradeoffs, and lock in a chosen approach with rationale. Use when choosing between technical approaches, comparing libraries or patterns, or documenting why a design decision was made, even if the user just asks "选哪个" or "用哪个方案好". 帮助记录 Unity 架构决策(ADR:技术选型、方案对比、权衡优缺点、固化决策与理由);当用户要在多个技术方案间抉择、对比库或模式、或记录某个设计决策的来龙去脉时使用。
Edit Unity Animator Controllers and control runtime parameters — manage states, transitions, layers, and parameters (float/int/bool/trigger). Use when setting up or wiring an Animator, adjusting animation state machines, or driving animation parameters at runtime, even if the user just mentions "动画" or "状态机". 编辑 Unity Animator Controller 并控制运行时参数(状态、过渡、层、参数 float/int/bool/trigger);当用户要搭建或连接 Animator、调整动画状态机、或在运行时驱动动画参数时使用。
Advises on Unity gameplay and system architecture — module boundaries, decoupling, scene composition, SOLID structure, refactor direction. Use when planning how to organize code, splitting responsibilities, reducing coupling, or choosing a refactor direction, before writing structural code. 为 Unity 游戏与系统架构提供建议(模块边界、解耦、场景组织、SOLID、重构方向);当用户要规划代码结构、划分职责、降低耦合或决定重构方向时使用。
Advises on Unity assembly definitions (asmdef) — module boundaries, dependency graphs, editor/runtime/test splits, and faster compile times. Use when planning asmdef layout, untangling assembly dependencies, speeding up compilation, or splitting editor and runtime code, even if the user just says "编译太慢" or "程序集怎么分". 为 Unity 程序集定义(asmdef)提供建议(模块边界、依赖关系、editor/runtime/test 拆分、加快编译);当用户要规划 asmdef 结构、理顺程序集依赖、加速编译或拆分编辑器与运行时代码时使用。
Manage the Unity AssetDatabase — import, delete, move/rename, duplicate, find, get info, and create assets. Use when organizing project assets, importing or relocating files, querying asset metadata, or scripting AssetDatabase operations, even if the user just says "资源" or "资产". 管理 Unity AssetDatabase(导入、删除、移动/重命名、复制、查找、获取信息、创建资源);当用户要整理工程资源、导入或移动文件、查询资源元数据时使用。
Advises on Unity async and lifecycle strategy — choosing among Update, coroutines, UniTask, and timers, plus cleanup and cancellation. Use when deciding how to write async code, choosing between coroutine and UniTask, scheduling timers, or handling cancellation and cleanup, even if the user just asks "异步怎么写" or "用协程还是UniTask". 为 Unity 异步与生命周期策略提供建议(在 Update、协程、UniTask、定时器间取舍,以及清理与取消);当用户要决定异步代码怎么写、在协程与 UniTask 间选择、调度定时器或处理取消与清理时使用。
Unified batch and async-job orchestration — batch queries, preview-confirm-execute mutations, background job scheduling and polling, and bulk scene operations. Use when an operation touches many objects at once, running or polling long async jobs, or applying preview-then-commit bulk edits, even if the user just says "批量" or "一次性改很多". 统一的批量与异步任务编排(批量查询、预览-确认-执行变更、后台任务调度与轮询、批量场景操作);当用户要一次性操作大量对象、运行或轮询长时异步任务、或执行先预览后提交的批量编辑时使用。
Advises on starter architecture blueprints for small games — platformer, shooter, runner, puzzle, tower-defense, clicker, card. Use when starting a small game from scratch, scaffolding a genre's core structure, or asking how to organize a specific game type, even if the user just says "做个平台跳跃" or "塔防怎么搭". 为小游戏提供起步架构蓝图(平台跳跃、射击、跑酷、解谜、塔防、点击、卡牌);当用户要从零开始做小游戏、搭建某类型的核心结构、或询问特定玩法怎么组织时使用。
Manage Scene View bookmarks — save the current selection plus camera pivot/rotation/size under a name, then jump back later. Use when saving or restoring Scene View viewpoints, bookmarking a camera angle, or navigating between saved scene locations, even if the user just says "标记视角" or "存个机位". 管理 Scene View 书签(以命名方式保存当前选中对象与相机 pivot/旋转/大小,之后快速跳回);当用户要保存或恢复场景视角、收藏某个机位、或在已存位置间切换时使用。
Control Unity Scene View and Game cameras — move/rotate the view, create and configure cameras, set FOV/clip planes/projection. Use when framing the Scene View, creating or adjusting cameras, tweaking FOV or clipping planes, or scripting camera setup, even if the user just says "镜头" or "相机". 控制 Unity Scene View 与游戏相机(移动/旋转视图、创建与配置相机、设置 FOV/裁剪面/投影);当用户要取景 Scene View、创建或调整相机、修改 FOV 或裁剪面时使用。
Set up Cinemachine Virtual Cameras — VCam/FreeLook/ClearShot/StateDriven cameras and the Body/Aim/Noise pipeline. Use when creating or tuning Cinemachine cameras, configuring follow/look-at or noise, or building cinematic camera behavior, even if the user just says "虚拟相机" or "运镜". 配置 Cinemachine 虚拟相机(VCam/FreeLook/ClearShot/StateDriven 及 Body/Aim/Noise 管线);当用户要创建或调校 Cinemachine 相机、设置跟随/注视或噪声、或构建运镜效果时使用。
Clean up and audit a Unity project — find unused assets, content-hash duplicates, missing references, and empty folders. Use when reducing project bloat, hunting duplicate or orphaned assets, or auditing before a release, even if the user just says "清理项目" or "瘦身". 清理与审计 Unity 工程(查找未使用资源、内容哈希重复项、丢失引用、空文件夹);当用户要给项目瘦身、排查重复或孤立资源、或发布前审计时使用。
Manage GameObject components — add, remove, list, copy, enable/disable, and read/set component fields. Use when attaching or removing components, copying components between objects, toggling them, or reading/writing their serialized fields, even if the user just says "加个组件" or "改组件属性". 管理 GameObject 组件(添加、移除、列出、复制、启用/禁用、读写组件字段);当用户要挂载或移除组件、在对象间复制组件、开关组件或读写其序列化字段时使用。
Capture and query the Unity Editor console — read/filter logs, write custom log entries, and adjust console settings. Use when inspecting console output, filtering errors or warnings, emitting log messages, or configuring the console, even if the user just says "看日志" or "控制台". 捕获并查询 Unity 编辑器控制台(读取/过滤日志、写入自定义日志、调整控制台设置);当用户要查看控制台输出、过滤错误或警告、输出日志消息时使用。
Inspect debug, diagnostics and compile state — read console errors, force recompile, get stack traces, and list system/memory info. Use when diagnosing compile failures, checking errors after a change, forcing recompilation, or gathering system diagnostics, even if the user just says "为什么报错" or "编译状态". 检查调试、诊断与编译状态(读取控制台错误、强制重新编译、获取堆栈、列出系统/内存信息);当用户要诊断编译失败、改动后检查报错、强制重编或收集系统诊断时使用。
Create and configure URP Decal Projectors plus DecalRendererFeature setup — project decals onto surfaces and wire the renderer feature. Use when adding decals in URP, configuring a Decal Projector, or enabling the Decal Renderer Feature, even if the user just says "贴花" or "decal". 创建与配置 URP Decal Projector 并设置 DecalRendererFeature(将贴花投射到表面、接入渲染器特性);当用户要在 URP 中添加贴花、配置 Decal Projector 或启用 Decal Renderer Feature 时使用。
Source-anchored design rules for DOTween 1.3.015 (Unity 2018+) — tween/sequence basics, ease curves, shortcuts, lifetime binding, callbacks, safe mode, and integration with UniTask/Addressables. Use when writing or reviewing DOTween animation code, building sequences, binding tween lifetime to objects, or debugging tween pitfalls, even if the user just says "补间" or "做个动画". 为 DOTween 1.3.015(Unity 2018+)提供源码锚定的设计规则(补间/序列基础、缓动曲线、快捷方法、生命周期绑定、回调、安全模式、与 UniTask/Addressables 集成);当用户要编写或审查 DOTween 动画代码、构建序列动画、绑定补间生命周期或排查补间陷阱时使用。
Automate DOTween Free/Pro at editor time — probe/validate/configure DOTween settings, list modules/shortcuts, and add/batch/stagger/tune DOTweenAnimation components. Use when setting up DOTween in a project, validating its install/modules, or configuring DOTweenAnimation components in the editor, even if the user just says "DOTween" or "配置动画插件". 在编辑器期自动化 DOTween Free/Pro(探测/校验/配置 DOTween 设置、列出模块/快捷方法、添加/批量/错峰/调校 DOTweenAnimation 组件);当用户要在项目中接入 DOTween、校验其安装/模块、或配置 DOTweenAnimation 组件时使用。
Wire UnityEvent persistent listeners at editor time — add, remove, and configure serialized event callbacks on components. Use when hooking up UnityEvents in the Inspector, wiring button or trigger callbacks, or scripting persistent listener setup, even if the user just says "事件绑定" or "按钮点击". 在编辑器期连接 UnityEvent 持久化监听器(在组件上添加、移除、配置序列化的事件回调);当用户要在 Inspector 里挂接 UnityEvent、连接按钮或触发器回调、或脚本化设置持久监听时使用。
Manage project-wide GraphicsSettings and QualitySettings for SRP — read and edit render pipeline assets, quality tiers, and graphics tier settings. Use when configuring project graphics/quality settings, assigning an SRP asset, or adjusting quality levels, even if the user just says "画质设置" or "渲染管线配置". 管理面向 SRP 的工程级 GraphicsSettings 与 QualitySettings(读取与编辑渲染管线资产、质量档位、图形层级设置);当用户要配置工程图形/画质设置、指定 SRP 资产或调整质量等级时使用。
Configure asset import settings — texture/audio/model importers, sprite settings, and per-platform overrides. Use when adjusting how assets import, setting texture compression or sprite modes, or applying per-platform import overrides, even if the user just says "导入设置" or "贴图压缩". 配置资源导入设置(texture/audio/model 导入器、sprite 设置、分平台覆盖);当用户要调整资源如何导入、设置贴图压缩或 sprite 模式、或应用分平台导入覆盖时使用。
Advises on Unity Inspector authoring UX — SerializeField usage, Tooltip/Header organization, validation, and custom Inspector display. Use when designing how a component appears in the Inspector, organizing serialized fields, adding tooltips/headers, or improving authoring UX, even if the user just says "Inspector怎么设计" or "字段怎么显示". 为 Unity Inspector 编写体验提供建议(SerializeField 用法、Tooltip/Header 组织、校验、自定义 Inspector 显示);当用户要设计组件在 Inspector 的呈现、组织序列化字段、添加提示/分组或改善编辑体验时使用。
Create and configure Unity lights — Directional/Point/Spot/Area lights and batch-toggling scene lights. Use when adding or tuning lights, setting up scene lighting, or batch-enabling/disabling lights, even if the user just says "加个灯" or "打光". 创建与配置 Unity 灯光(Directional/Point/Spot/Area 灯光、批量开关场景灯光);当用户要添加或调校灯光、布置场景照明、或批量启用/禁用灯光时使用。
Edit Unity material and shader properties across Built-in/URP/HDRP — colors, textures, floats, keywords, render queue, batch-apply. Use when changing how a surface looks, tweaking material parameters, or swapping shaders. 编辑材质与 Shader 属性(Built-in/URP/HDRP:颜色、贴图、浮点值、关键字、渲染队列、批量应用);当用户要调整物体外观、改材质参数或切换 Shader 时使用。
Bake and query Unity NavMesh — bake/rebake navigation meshes, query paths, and configure bake settings. Use when setting up navigation, baking a NavMesh, testing agent paths, or tuning bake parameters, even if the user just says "导航网格" or "寻路". 烘焙与查询 Unity NavMesh(烘焙/重烘焙导航网格、查询路径、配置烘焙设置);当用户要搭建导航、烘焙 NavMesh、测试 agent 路径或调整烘焙参数时使用。
Source-anchored design rules for Netcode for GameObjects 2.x — lifecycle, ownership, RPCs, NetworkVariables, spawning, scene management, transport, and pitfalls. Use when writing or reviewing multiplayer code, designing server/distributed authority, wiring RPCs or NetworkVariables, or debugging netcode, even if the user just says "联机" or "多人同步". 为 Netcode for GameObjects 2.x 提供源码锚定的设计规则(生命周期、所有权、RPC、NetworkVariable、生成、场景管理、传输、陷阱);当用户要编写或审查多人联机代码、设计服务器/分布式权威、连接 RPC 或网络变量、或排查 netcode 问题时使用。
Set up Netcode for GameObjects (NGO 2.x) multiplayer — configure NetworkManager, NetworkObjects/prefabs, spawning, and host/server/client lifecycle. Use when scaffolding multiplayer, registering network prefabs, wiring spawn logic, or starting host/server/client, even if the user just says "联机" or "多人游戏". 搭建 Netcode for GameObjects(NGO 2.x)多人联机(配置 NetworkManager、NetworkObject/预制体、生成、host/server/client 生命周期);当用户要搭建多人联机、注册网络预制体、连接生成逻辑或启动 host/server/client 时使用。