Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
직접 명령은 검토 Prompt를 거치지 않습니다. 실행하기 전에 소스를 확인하세요.
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-light명령은 한 줄로 유지됩니다. 복사하기 전에 가로로 스크롤해 전체 내용을 확인하세요.
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SKILL.md 표시 중
| name | unity-light |
| description | Create and configure Unity lights |
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.
BATCH-FIRST: Use
*_batchskills when operating on 2+ lights.
light_create, light_set_properties, light_set_properties_batch, light_set_enabled, light_set_enabled_batch, light_add_probe_group, light_add_reflection_probe) need user grant; grant triggers a single server-side execution that returns the result.light_get_info, light_get_properties, light_find_all, light_get_lightmap_settings) are SkillMode.SemiAuto — they run in all three modes without grant.gameobject_delete from the gameobject module.DO NOT (common hallucinations):
light_add does not exist → use light_create (creates a new light GameObject)light_set_color / light_set_intensity do not exist → use light_set_properties (sets color, intensity, range, shadows together)light_delete does not exist → use gameobject_delete on the light's GameObjectlight_set_shadow does not exist → use light_set_properties with the shadows parametershadows values are the Unity enum members None / Hard / Soft. Input is matched case-insensitively ("soft" still works) but responses always echo the capitalised form, so compare against Soft, not soft, when verifyingRouting:
light_get_lightmap_settings (this module)light_add_reflection_probe (this module)light_add_probe_group (this module)Object Targeting: All single-object skills accept
name(string) andinstanceId(int, preferred). Provide at least one.path(hierarchy path) is also accepted where noted.
| Single Object | Batch Version | Use Batch When |
|---|---|---|
light_set_properties | light_set_properties_batch | Configuring 2+ lights |
light_set_enabled | light_set_enabled_batch | Toggling 2+ lights |
No batch needed:
light_create - Create a lightlight_get_info - Get light information (light_get_properties is an alias of it)light_find_all - Find all lights (returns list)light_add_probe_group - Add a Light Probe Group with optional grid layoutlight_add_reflection_probe - Create a Reflection Probe at a positionlight_get_lightmap_settings - Inspect Lightmap baking settings| Type | Description | Use Case |
|---|---|---|
Directional | Parallel rays, no position | Sun, moon |
Point | Omnidirectional from a point | Torches, bulbs |
Spot | Cone-shaped beam | Flashlights, spotlights |
Area | Rectangle/disc (baked only) | Windows, soft lights |
Create a new light.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
name | string | No | "New Light" | Light name |
lightType | string | No | "Point" | Directional/Point/Spot/Area |
x, y, z | float | No | 0,3,0 | Position |
r, g, b | float | No | 1,1,1 | Color (0-1) |
intensity | float | No | 1 | Light intensity |
range | float | No | 10 | Range (Point/Spot) |
spotAngle | float | No | 30 | Cone angle (Spot only) |
shadows | string | No | "Soft" | None / Hard / Soft |
Returns: {success, name, instanceId, lightType, position, color, intensity, shadows}
Configure light properties. Every parameter is optional and omitted ones keep their current value.
| Parameter | Type | Required | Description |
|---|---|---|---|
name | string | No* | Light object name |
instanceId | int | No* | Instance ID (preferred) |
path | string | No* | Hierarchy path |
r, g, b | float | No | Color (0-1); each channel defaults to the light's current value |
a | float | No | Colour alpha (0-1) |
intensity | float | No | Light intensity |
range | float | No | Range (Point/Spot only) |
spotAngle | float | No | Cone angle (Spot only) |
shadows | string | No | None / Hard / Soft |
Returns: {success, name, applied, skipped, lightType, color, intensity, range, spotAngle, shadows} — applied lists the parameters that took effect, named exactly as you passed them (the colour channels appear individually as r, g, b, a, not lumped under color), and skipped the ones the light type cannot carry (a range on a Directional light, a spotAngle on anything but a Spot), each with the reason. A parameter in neither list was not supplied.
An unrecognised shadows value rejects the whole call with SEMANTIC_INVALID + validValues and applies nothing, so a typo can no longer leave a half-configured light behind.
Configure multiple lights. Each item accepts: name/instanceId/path (identifier) + r, g, b, a, intensity, range, shadows (all optional). A bad shadows value fails that item with SEMANTIC_INVALID + validValues and names the object in target; the other items still run.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
items | json string | Yes | - | JSON array of per-item objects (see example below) |
Returns: {success, totalItems, successCount, failCount, results: [{success, name}]}
unity_skills.call_skill("light_set_properties_batch", items=[
{"name": "Light1", "intensity": 2.0, "r": 1, "g": 0.9, "b": 0.8},
{"instanceId": 12345, "intensity": 1.5, "shadows": "soft"},
{"name": "Light3", "intensity": 2.0}
])
Enable or disable a light.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
name | string | No* | - | Light object name |
instanceId | int | No* | - | Instance ID |
path | string | No* | - | Hierarchy path |
enabled | bool | No | true | Enable state |
Returns: {success, name, enabled}
Enable or disable multiple lights.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
items | json string | Yes | - | JSON array of per-item objects (see example below) |
Returns: {success, totalItems, successCount, failCount, results: [{success, name, enabled}]}
unity_skills.call_skill("light_set_enabled_batch", items=[
{"name": "Torch1", "enabled": False},
{"name": "Torch2", "enabled": False},
{"name": "Torch3", "enabled": False}
])
Get detailed light information.
| Parameter | Type | Required | Description |
|---|---|---|---|
name | string | No* | Light object name |
instanceId | int | No* | Instance ID |
path | string | No* | Hierarchy path |
Returns: {name, entityId, instanceId, path, lightType, color, intensity, range, spotAngle, shadows, enabled, cullingMask, bounceIntensity}
Alias of light_get_info — same parameters, same response. It exists because the setter is light_set_properties, so the matching getter name resolves instead of 404-ing.
| Parameter | Type | Required | Description |
|---|---|---|---|
name | string | No* | Light object name |
instanceId | int | No* | Instance ID |
path | string | No* | Hierarchy path |
Returns: identical to light_get_info.
Find all lights in scene.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
lightType | string | No | null | Filter by type |
limit | int | No | 50 | Max results |
Returns: {count, lights: [{name, instanceId, path, lightType, intensity, enabled}]}
light_add_probe_groupAdd a Light Probe Group to a GameObject. Optional grid layout: gridX/gridY/gridZ (count per axis), spacingX/spacingY/spacingZ (meters between probes).
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
name | string | No | null | GameObject name |
instanceId | int | No | 0 | Instance ID |
path | string | No | null | Hierarchy path |
gridX | int | No | 0 | Probe count on X axis |
gridY | int | No | 0 | Probe count on Y axis |
gridZ | int | No | 0 | Probe count on Z axis |
spacingX | float | No | 2 | Meters between probes on X |
spacingY | float | No | 1.5 | Meters between probes on Y |
spacingZ | float | No | 2 | Meters between probes on Z |
Returns: { success, gameObject, probeCount, existed, hasGrid }
light_add_reflection_probeCreate a Reflection Probe at a position.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
probeName | string | No | "ReflectionProbe" | Probe name |
x, y, z | float | No | 0,1,0 | Position |
sizeX, sizeY, sizeZ | float | No | 10,10,10 | Probe box size |
resolution | int | No | 256 | Cubemap resolution |
Returns: { success, name, instanceId, resolution, size }
light_get_lightmap_settingsGet Lightmap baking settings.
No parameters.
Returns: { success, bakedGI, realtimeGI, lightmapSize, lightmapPadding, isRunning, lightmapCount }
import unity_skills
# BAD: 4 API calls
unity_skills.call_skill("light_set_properties", name="Light1", intensity=2.0)
unity_skills.call_skill("light_set_properties", name="Light2", intensity=2.0)
unity_skills.call_skill("light_set_properties", name="Light3", intensity=2.0)
unity_skills.call_skill("light_set_properties", name="Light4", intensity=2.0)
# GOOD: 1 API call
unity_skills.call_skill("light_set_properties_batch", items=[
{"name": "Light1", "intensity": 2.0},
{"name": "Light2", "intensity": 2.0},
{"name": "Light3", "intensity": 2.0},
{"name": "Light4", "intensity": 2.0}
])
unity_skills.call_skill("light_create",
name="Sun", lightType="Directional",
r=1, g=0.95, b=0.85, intensity=1.2, shadows="soft"
)
Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.