puerts-interop
Guide for developing LLM agents based on PuerTsAgent framework — covers resource directory structure, system-prompt, skills, builtin modules, and best practices.
소스 정보
- 저장소
- Tencent/puerts
- 최근 소스 활동
- 2026년 3월 25일 07:00
- 감지된 SKILL.md 언어
- 영어
- 스타
- 6,223
- 포크
- 869
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.
SKILL.md 표시 중
SKILL.md
소스 지침 · 읽기 전용 미리보기- name
- PuerTS Agent Development Guide
- description
- Guide for developing LLM agents based on PuerTsAgent framework — covers resource directory structure, system-prompt, skills, builtin modules, and best practices.
# PuerTS Agent Development Guide
This skill provides the complete guide for developing LLM agents based on the PuerTsAgent framework.
> **⚠️ Important — Required Packages**: This framework depends on PuerTS **core**, **v8**, and **agent** packages. Before proceeding, you **must** check the Unity project's `Packages/manifest.json` to verify that the following packages are installed:
> - `com.tencent.puerts.core`
> - `com.tencent.puerts.v8`
> - `com.tencent.puerts.agent`
>
> If any of these packages are missing, they must be installed first before using this skill. you MUST first invoke the **"Install PuerTS for Unity"** skill to AUTO complete the setup.
> **⚠️ Prerequisite**: Before using this skill to create or modify an agent, you **must** know the agent's resource directory path under Unity `Resources/` (e.g., `maze-runner`, `editor-assistant`). If the user has not provided this path, **ask the user** which `Resources/` subdirectory to use before proceeding. All agent files (system-prompt, skills, builtins) are organized under this path.
> **⚠️ Builtin Language Choice**: When creating builtin modules, you **must ask the user** whether they want to write builtins in **TypeScript** or **JavaScript**:
> - **TypeScript** → Create a dedicated TS project (with `package.json`, `tsconfig.json`, `esbuild.mjs`) whose build output (`outdir`) points to `Assets/Resources/<agent-name>/builtins/`. See [TypeScript Project Setup for Builtins](#typescript-project-setup-for-builtins) section below.
> - **JavaScript** → Write `.mjs` files directly in `Assets/Resources/<agent-name>/builtins/`.
## Overview
In this framework, an agent's behavior and capabilities are entirely defined by files in a **resource directory** (Resource Root). Different resource directories represent different agents — Unity editor assistants, in-game AI characters, or any role you need.
> **Key Concept**: Both `system-prompt.md.txt` and files under `skills/` are essentially **prompts** (natural language instructions for the LLM). The only difference is their **loading strategy**:
> - **`system-prompt.md.txt`** — Always present in context (persistent). Put prompts here that are needed for **most tasks**.
> - **`skills/*.md.txt`** — Loaded on demand by the LLM via `loadSkill`. Put prompts here that are **not needed for every task** — they are loaded only when the LLM determines they are relevant.
## Creating an Agent
Initialize an agent in C# via its resource path:
```csharp
var agent = new AgentScriptManager();
agent.Initialize("maze-runner", () =>
{
Debug.Log("Maze runner agent is ready!");
});
```
The first parameter of `Initialize` is the resource directory path under Unity `Resources/`. The framework loads the full agent definition from this directory:
- **`system-prompt.md.txt`** — Role definition (System Prompt)
- **`skills/`** — Domain skill documents (loaded on demand, optional)
- **`builtins/`** — Built-in helper modules (executable JS modules)
### Example Directory Structure
```
Resources/maze-runner/
├── system-prompt.md.txt # Role definition (System Prompt)
├── skills/ # Domain skills (loaded on demand, optional)
└── builtins/ # Built-in modules (loaded on demand)
├── maze-control.mjs # Maze movement and status query
└── screenshot.mjs # Screenshot to observe the maze
```
All resource files are placed in Unity's `Resources/` directory.
> **File extension convention**: Unity `Resources` does not support `.md` and `.mjs` as TextAsset, so:
> - Markdown files use `.md.txt` suffix
> - JS module files use `.mjs` suffix
---
## 1. System Prompt — Role Definition
### Purpose
`system-prompt.md.txt` defines the agent's identity, personality, capabilities, and behavioral rules. It is injected at the beginning of the LLM's system prompt and is the core of the agent's "persona."
> **This is a persistent prompt** — it is always present in the LLM's context for every conversation turn. Therefore, put only the most frequently used instructions here — things the agent needs for the **majority** of its tasks. Avoid stuffing rarely-used domain knowledge here, as it permanently consumes context tokens.
### File Location
```text
<resource-root>/system-prompt.md.txt
```
### Format
Plain text / Markdown format, write role definition directly, no front-matter needed.
### Example — Editor Assistant
```markdown
You are a helpful AI assistant running inside Unity via PuerTS (a TypeScript/JavaScript runtime for Unity). You can help with game development, scripting, and general questions. Be concise and practical.
```
### Example — Maze AI (excerpt)
```markdown
You are a Maze Explorer AI — an intelligent agent that navigates through 3D mazes by observing, reasoning, and acting.
## Your Capabilities
You can control a player character in a 3D maze using two builtin modules:
- **maze-control**: Move in compass directions (north/south/east/west) with `movePath()` and query obstacle distances with `getPlayerStatus()`
- **screenshot**: Capture the game view to visually observe the maze
## Goal Description
Your goal is to reach the **maze exit marker** — a tall RED pillar with a bright RED glowing ring.
```
> The System Prompt describes the AI's identity, available modules, goals, exploration loops, navigation rules, etc. It can be lengthy — it defines the AI's behavior pattern throughout the task.
---
## 2. Skills — Domain Skills
### Purpose
A Skill is an **on-demand loaded** Markdown document providing domain-specific operation guides and rules for the LLM. The LLM actively loads skills into context via the `loadSkill` tool when needed.
> **Skills are prompts too** — just like `system-prompt.md.txt`, they are natural language instructions. The key difference is that skills are **not always in context**. If a piece of knowledge is not needed for most tasks the agent handles, it belongs in a skill file rather than in the system prompt. This keeps the base context lean while still making specialized knowledge available when the LLM needs it.
### File Location
```text
<resource-root>/skills/<skill-name>.md.txt
```
### File Format
Skill files use **YAML front-matter** for metadata, body is Markdown content:
```yaml
---
name: <skill-id>
description: "<one-line description shown to the LLM>"
---
(Markdown body — the actual skill instructions)
```
| Front-matter Field | Required | Description |
|---|---|---|
| `name` | ✅ | Unique identifier, LLM calls `loadSkill` with this name |
| `description` | ❌ | Short description shown in `loadSkill` available skills list |
### Example
`skills/puerts-interop.md.txt`:
```yaml
---
name: puerts-interop
description: "PuerTS JS ↔ C# interop rules: CS/puer globals, out/ref params, generics, operators, Array/List indexer access, async/Task."
---
## PuerTS: JS ↔ C# Interop Rules
...
```
### Design Tips
- **description should be accurate**: LLM decides whether to load based on description
- **content should be thorough**: skill docs are the LLM's only reference for specific tasks
- **one domain per skill**: keep responsibilities single for precise loading
- **system-prompt vs skill decision rule**: If the agent needs this knowledge in >80% of tasks → put it in `system-prompt.md.txt`. Otherwise → put it in `skills/` for on-demand loading
---
## 3. Builtin — Built-in Helper Modules
### Purpose
Builtin modules are JavaScript modules providing pre-built helper functions for the LLM's `evalJsCode` tool. Unlike Skills, Builtins are actually executable code, not documentation.
### File Location
```text
<resource-root>/builtins/<module-name>.mjs
```
> Source code can use TypeScript, JavaScript, or any language compilable to `.mjs`. The framework only cares about the final `.mjs` files in the resource directory.
### Module Contract
Every Builtin module must export the following two string constants:
| Export | Type | Description |
|---|---|---|
| `summary` | `string` | Short summary (~one line), always shown in `evalJsCode` tool description |
| `description` | `string` | Detailed function signatures and usage, LLM reads via `import()` |
Additionally, the module's exported functions are the actual capabilities the LLM can call in `evalJsCode`.
### Example — `builtins/unity-log.mjs` (shown as TypeScript source)
```typescript
// ---- Summary for tool description (always in context) ----
export const summary = `**unity-log** — Unity console log access (retrieve and summarize recent logs). Read \`.description\` to see available functions and their signatures.`;
// ---- Description for on-demand access via import ----
export const description = `
- **\`getUnityLogs(count?, logType?)\`** — Get recent Unity console logs.
- \`count\` (number, default 20): Number of log entries to retrieve (1-50).
- \`logType\` (string, default \`'all'\`): Filter by type — \`'all'\`, \`'error'\`, \`'warning'\`, or \`'log'\`.
- Returns an array of log entry objects: \`{ timestamp, type, message, stackTrace? }\`.
`.trim();
// ---- Function implementations ----
export function getUnityLogs(count: number = 20, logType: string = 'all'): LogEntry[] {
const logsJson = CS.LLMAgent.UnityLogBridge.GetRecentLogs(count, logType);
return JSON.parse(logsJson);
}
```
### Example — `builtins/maze-control.mjs` (TypeScript source, excerpt)
```typescript
export const summary = `**maze-control** — Control the player in the maze. \`movePath([{dir, steps}, ...])\` executes a multi-segment path. \`getPlayerStatus()\` returns position and obstacle distances. Read \`.description\` for details.`;
export const description = `
- **\`movePath(segments)\`** — Move the player along a multi-segment planned path.
- \`segments\` (array): Array of \`{ dir: string, steps: number }\`.
- Returns: \`{ success, stepsCompleted, blocked, reachedGoal, position, message }\`
- **\`getPlayerStatus()\`** — Get the player's position and obstacle distances.
- Returns: \`{ position, northDistance, southDistance, eastDistance, westDistance, reachedGoal }\`
`.trim();
export async function movePath(segments: PathSegment[]): Promise<MoveSequenceResult> {
const directionsJson = JSON.stringify(segments.map(s => s.dir));
const distancesJson = JSON.stringify(segments.map(s => s.steps));
const resultJson = await new Promise<string>((resolve, reject) => {
CS.LLMAgent.MazePlayerBridge.MoveSequenceV2(directionsJson, distancesJson, (json: string) => resolve(json));
});
return JSON.parse(resultJson);
}
export async function getPlayerStatus(): Promise<PlayerStatusResult> {
const resultJson = await new Promise<string>((resolve, reject) => {
CS.LLMAgent.MazePlayerBridge.GetPlayerStatus((json: string) => resolve(json));
});
return JSON.parse(resultJson);
}
```
### Design Tips
- **summary should be brief**: it always consumes tokens, just convey the module's purpose
- **description must list complete signatures**: LLM must read description before calling functions
- **functions should validate parameters**: LLM may pass incorrect params, validate and throw meaningful errors
- **top-level await is supported**: modules can use `await` at top level (e.g., async initialization)
- C# bridge classes must be pre-implemented on the Unity side
---
## 4. Complete Development Workflow
### Step 1: Create Resource Directory
```
Resources/<agent-name>/
├── system-prompt.md.txt
├── skills/
└── builtins/
```
### Step 2: Write Role Definition
Edit `system-prompt.md.txt` to define the AI's identity and behavioral rules. For example, a maze AI should describe:
- Role identity (maze explorer)
- Available modules (maze-control, screenshot)
- Goal (reach the red exit marker)
- Exploration loop (observe → plan → act)
- Navigation strategy (right-hand rule, dead-end detection, etc.)
### Step 3: Write Domain Skills (Optional)
Create `.md.txt` files in the `skills/` directory with YAML front-matter and skill content.
> The Maze Demo doesn't use skill files — all navigation rules are directly in system-prompt. When domain knowledge is extensive and doesn't need to be loaded every time, splitting into skills is more appropriate.
### Step 4: Write Helper Modules
First, ask the user whether to write builtins in **TypeScript** or **JavaScript**:
- **TypeScript**: Create a dedicated TS project following the [TypeScript Project Setup for Builtins](#typescript-project-setup-for-builtins) template (Section 6). The project's build output will automatically go to `Resources/<agent-name>/builtins/`.
- **JavaScript**: Write `.mjs` files directly in `Assets/Resources/<agent-name>/builtins/`.
### Step 5: Initialize the Agent
In C# code, initialize the agent with the corresponding resource path (see "Creating an Agent" section above).
---
## 5. Best Practices
### System Prompt
- Keep it concise and clear, avoid excessive length (it always consumes context tokens)
- Focus on "who you are" and "what you should do", don't include framework runtime details
- Only include prompts needed for the **majority** of tasks — this is always-on context
### Skills
- Split complex domain knowledge into separate skill files
- Include keywords in description to help LLM decide when to load
- The more detailed the better — this is the LLM's only reference for the task
- Remember: skills and system-prompt are both prompts; the difference is persistent vs on-demand loading
### Builtins
- Each module focuses on one functional area (e.g., scene operations, log queries)
- Summary should be one line, description must list all function signatures completely
- All exported functions should validate parameters and throw meaningful errors
### General
- One resource directory = one independent agent role
- Different agents are completely isolated, can have entirely different skills and toolsets
---
## 6. TypeScript Project Setup for Builtins
When the user chooses TypeScript for builtins, create a dedicated TS project with the following structure and files. Replace `<agent-name>` with the actual agent name (e.g., `maze-runner`).
### Project Structure
```
Ts<AgentNamePascalCase>/ # e.g., TsMazeRunner/
├── package.json
├── tsconfig.json
├── esbuild.mjs # Build script — outputs to Resources/<agent-name>/builtins/
└── src/
└── builtins/
└── <module-name>.mts # TypeScript source files
```
### package.json Template
```json
{
"name": "<agent-name>",
"version": "1.0.0",
"description": "<Agent description> - TypeScript builtins",
"private": true,
"scripts": {
"build": "node esbuild.mjs",
"typecheck": "tsc --noEmit"
},
"devDependencies": {
GitHub에서 보기이 SKILL.md는 매우 커서 SkillsMP가 여기에는 첫 섹션만 미리 보여줍니다. GitHub에서 보기