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- Besty0728/Unity-Skills
- 최근 소스 활동
- 2026년 8월 16일 06:26
- 감지된 SKILL.md 언어
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설치 방법
기본적으로 소스를 먼저 확인하는 Prompt가 선택됩니다. 직접 명령으로 전환하거나 로컬 사본을 다운로드할 수도 있습니다.
소스 파일 검토
설치 여부를 결정하기 전에 SKILL.md와 SkillsMP에 표시된 보조 파일을 읽어 보세요.
메뉴
기본적으로 소스를 먼저 확인하는 Prompt가 선택됩니다. 직접 명령으로 전환하거나 로컬 사본을 다운로드할 수도 있습니다.
설치 여부를 결정하기 전에 SKILL.md와 SkillsMP에 표시된 보조 파일을 읽어 보세요.
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-yooasset-design명령은 한 줄로 유지됩니다. 복사하기 전에 가로로 스크롤해 전체 내용을 확인하세요.
로컬 사본을 원하시나요? SkillsMP에서 현재 제공할 수 있는 파일을 다운로드하세요.
SOC 직업 분류 기준
SKILL.md 표시 중
| 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.
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).
Load before writing or reviewing any of:
YooAssets.Initialize() / CreatePackage() / Destroy() bootstrap codeYooAssets.SetDefaultPackage(...), YooAssets.LoadAssetAsync(...), YooAssets.CreateResourceDownloader(...)ResourcePackage.InitializeAsync(...) with any of the 5 EPlayMode variantsLoadAssetSync/Async, LoadSubAssetsAsync, LoadAllAssetsAsync, LoadRawFileAsync, LoadSceneAsync and their matching Handle usage / releaseRequestPackageVersionAsync → UpdatePackageManifestAsync → CreateResourceDownloader → BeginDownloadFileSystemParameters construction (Buildin / Cache / Editor / WebServer / WebRemote / custom)IDecryptionServices / IRemoteServices / IWebDecryptionServices implementationsAssetBundleBuilder.Run(...) and AssetBundleCollector configurationEOperationStatus / EFileClearMode / PackageDetails| # | 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 | 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 |
This document targets YooAsset 2.3.18 (2025-12-04). Key recent history:
UNPACK_FILE_SYSTEM_ROOT file-system parameter, EFileClearMode.ClearBundleFilesByLocations, RawFileBuildParameters.IncludePathInHash.AssetBundle load could block unload.timeout parameter (use DOWNLOAD_WATCH_DOG_TIME on the cache file system instead). IFilterRule gained a required FindAssetType property.FILE_VERIFY_MAX_CONCURRENCY, StripUnityVersion, preview UseWeakReferenceHandle (under YOOASSET_EXPERIMENTAL).Source: Assets/YooAsset/CHANGELOG.md:5-275.
| 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.
Runtime/ResourcePackage/ResourcePackage.cs:1172-1187 |
| 6 | YooAsset 2.3.18 includes default-package static shortcuts on YooAssets (SetDefaultPackage, Load*, CreateResourceDownloader, etc.). They are valid API, but architecture should prefer explicit ResourcePackage references in multi-package or library code. | Runtime/YooAssetsExtension.cs:16, 217-295, 479-506 |
| 7 | RequestPackageVersionAsync() returns RequestPackageVersionOperation (exposes .PackageVersion). There is no UpdatePackageVersionOperation class in 2.3.18 — if you think you remember one, you are confusing it with the older name. | Runtime/ResourcePackage/ResourcePackage.cs:225-231 |
| 8 | Before UpdatePackageManifestAsync, call UnloadAllAssetsAsync(); YooAsset logs a warning when loaders are still alive. | Runtime/ResourcePackage/ResourcePackage.cs:242-247 |
| 9 | Downloader callbacks (DownloadFinishCallback / DownloadUpdateCallback / DownloadErrorCallback / DownloadFileBeginCallback) must be assigned before BeginDownload(). They are delegate fields, not events — only one subscriber per slot. | Runtime/DownloadSystem + Runtime/ResourcePackage/Operation/DownloaderOperation.cs:86-101, 330-336 |
| 10 | ResourcePackage.DestroyAsync() must run before YooAssets.RemovePackage(). RemovePackage refuses when InitializeStatus != EOperationStatus.None. | Runtime/YooAssets.cs:177-190, Runtime/ResourcePackage/ResourcePackage.cs:210-218 |
| 11 | The patch flow is strictly ordered: InitializeAsync → RequestPackageVersionAsync → UpdatePackageManifestAsync(version) → CreateResourceDownloader → BeginDownload. Jumping ahead (e.g. loading assets between version and manifest) is unsupported. | Runtime/ResourcePackage/ResourcePackage.cs:225, 238, 972, Samples~/Space Shooter/.../PatchLogic/FsmNode/Fsm*.cs |
AssetBundleBuilder.Run(...), BuildParameters (Scriptable / Raw / Simulate), AssetBundleCollector, IFilterRule.FindAssetType, ScriptableBuildParameters.ReplaceAssetPathWithAddress |
| PITFALLS.md | 30 concrete hallucination pitfalls + legacy API migration section |
Runtime/ResourcePackage/ResourcePackage.cs:355-361 |
UpdatePackageVersionOperation class (often confused with the real type) | Does not exist | RequestPackageVersionOperation, with a .PackageVersion string property | Runtime/ResourcePackage/ResourcePackage.cs:225-231 |
NetworkVariable<T> / OnValueChanged style sync for assets (leaked in from Netcode) | Does not exist in YooAsset | Subscribe AssetHandle.Completed event or await handle.Task / yield return handle | Runtime/ResourceManager/Handle/AssetHandle.cs:20-37, Runtime/ResourceManager/Handle/HandleBase.cs:152-173 |
ResourceDownloaderOperation.OnDownloadFinishCallback (event-style) | Field is a plain delegate, not an event | Assign once: downloader.DownloadFinishCallback = OnFinish; — do not += (single-slot field) | Runtime/ResourcePackage/Operation/DownloaderOperation.cs:86-101 |