用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
直接命令不会经过审查 Prompt;运行前请先检查来源。
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-smart命令会保持在同一行。复制前请横向滚动并检查完整内容。
想先保存到本地?可下载 SkillsMP 当前能够提供的文件。
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 when the user wants to actually operate the Unity Editor from chat — create or modify GameObjects/scripts/scenes/assets, batch-edit, or run Editor automation — in any language. Not needed for conceptual Unity Q&A that touches no Editor state — read the matching advisory doc under skills/ instead. 当用户要从对话里实际操作 Unity 编辑器(创建/修改/批量编辑/运行测试)时使用,任何语言均可触发;纯概念问答无需本协议。
Unified batch and async-job orchestration
Index of all Unity Skills modules with per-module mode labels (SA/FA/Mixed). Use to find which module covers a task before loading its doc.
基于 SOC 职业分类
正在显示 SKILL.md
| name | unity-smart |
| description | AI-powered scene queries, layout and auto-binding. AI |
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.
smart_scene_query / smart_scene_query_spatial(标 ReadOnly = true, Mode = SkillMode.SemiAuto)可直接执行;其余布局/绑定/变换类 skill (smart_scene_layout / smart_reference_bind / smart_align_to_ground / smart_distribute / smart_snap_to_grid / smart_randomize_transform / smart_select_by_component) 为 SkillMode.FullAuto,需用户 grant 单次执行返结果。smart_replace_objects(Operation.Modify|Delete,会替换并删除原对象)。该 skill 在 Approval/Auto 下返 MODE_FORBIDDEN,仅 Bypass 或 Allowlist 命中可调。DO NOT (common hallucinations):
smart_create / smart_build do not exist → smart skills are query/layout tools, not creation toolssmart_search / smart_query do not exist → use smart_scene_query (component property filters) or smart_scene_query_spatial (spatial region filters)smart_move does not exist → use smart_snap_to_grid or smart_align_to_groundRouting:
gameobject modulegameobject_find or scene_find_objectssmart_scene_query (this module)Find objects based on component property values (SQL-like).
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
componentName | string | Yes | - | Component type (Light, Camera, MeshRenderer) |
propertyName | string | Yes | - | Property to query (intensity, enabled, etc.) |
op | string | No | "==" | ==, !=, >, <, >=, <=, contains |
value | string | No | null | Value to compare |
limit | int | No | 50 | Max results |
query | string | No | null | Unsupported shorthand; if provided alone returns a guidance error |
Example:
# Find all lights with intensity > 2
call_skill("smart_scene_query", componentName="Light", propertyName="intensity", op=">", value="2")
Organize selected objects into a layout.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
layoutType | string | No | "Linear" | Linear, Grid, Circle, Arc |
axis | string | No | "X" | X, Y, Z, -X, -Y, -Z |
spacing | float | No | 2.0 | Space between items (or radius) |
columns | int | No | 3 | For Grid layout |
arcAngle | float | No | 180 | For Arc layout (degrees) |
lookAtCenter | bool | No | false | Rotate to face center |
Example:
# Arrange selected objects in a circle
call_skill("smart_scene_layout", layoutType="Circle", spacing=5)
Auto-fill a List/Array field with matching objects.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
targetName | string | Yes | - | Target GameObject |
componentName | string | Yes | - | Component on target |
fieldName | string | Yes | - | Field to fill |
sourceTag | string | No | null | Find by tag |
sourceName | string | No | null | Find by name contains |
appendMode | bool | No | false | Append instead of replace |
Example:
# Fill GameManager.spawns with all SpawnPoint tagged objects
call_skill("smart_reference_bind", targetName="GameManager", componentName="GameController", fieldName="spawns", sourceTag="SpawnPoint")
smart_scene_query_spatialFind objects within a sphere/box region, optionally filtered by component.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
x | float | Yes | - | Center X coordinate |
y | float | Yes | - | Center Y coordinate |
z | float | Yes | - | Center Z coordinate |
radius | float | No | 10 | Search sphere radius |
componentFilter | string | No | null | Only include objects with this component |
limit | int | No | 50 | Max results |
Returns: { success, count, center, radius, results }
smart_align_to_groundRaycast selected objects downward to align them to the ground. Requires objects selected in Hierarchy first.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
maxDistance | float | No | 100 | Maximum raycast distance |
alignRotation | bool | No | false | Align rotation to surface normal |
Returns: { success, aligned, total }
smart_distributeEvenly distribute selected objects between first and last positions. Requires at least 3 objects selected in Hierarchy first.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
axis | string | No | "X" | X, Y, Z, -X, -Y, -Z |
Returns: { success, distributed, axis }
smart_snap_to_gridSnap selected objects to a grid.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
gridSize | float | No | 1 | Grid cell size |
Returns: { success, snapped, gridSize }
smart_randomize_transformRandomize position/rotation/scale of selected objects within ranges.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
posRange | float | No | 0 | Position randomization range |
rotRange | float | No | 0 | Rotation randomization range (degrees) |
scaleMin | float | No | 1 | Minimum uniform scale |
scaleMax | float | No | 1 | Maximum uniform scale |
Returns: { success, randomized }
smart_replace_objectsReplace selected objects with a prefab (preserving transforms). Requires objects selected in Hierarchy first.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
prefabPath | string | Yes | - | Asset path to the replacement prefab |
Returns: { success, replaced, prefab }
smart_select_by_componentSelect all objects that have a specific component.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
componentName | string | Yes | - | Component type name to search for |
Returns: { success, selected, component }
Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.