Development skills

Browse reusable Agent Skills, each with a clear purpose and practical guidance.

unity-light

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。

1.43k repo starsObserved in 7 repos
Development

unity-optimization

Optimize project assets and scenes — batch texture/mesh/audio compression and analyze poly/material counts. Use when reducing build size, batch-compressing assets, or analyzing scene poly and material usage for optimization, even if the user just says "优化资源" or "包体太大". 优化工程资源与场景(批量压缩 texture/mesh/audio、分析面数/材质数);当用户要缩减包体、批量压缩资源、或分析场景面数与材质用量以优化时使用。

1.43k repo starsObserved in 7 repos
Development

unity-scene

Manage Unity scenes — create, load (single/additive), save, unload, switch the active scene, and get scene info/hierarchy. Use when opening or saving scenes, loading additively, switching the active scene, or querying scene contents, even if the user just says "打开场景" or "切场景". 管理 Unity 场景(创建、加载、叠加加载、保存、卸载、切换活动场景、获取场景信息与层级);当用户要打开或保存场景、叠加加载、切换活动场景、或查询场景内容时使用。

1.43k repo starsObserved in 7 repos
Development

unity-shadergraph

Create and inspect Shader Graph assets — create graphs, inspect structure, and perform constrained blackboard and node editing. Use when creating a Shader Graph, inspecting its structure, or making controlled edits to its blackboard or nodes, even if the user just says "shader graph" or "着色器图". 创建与检查 Shader Graph 资产(创建图、检查结构、受约束的黑板与节点编辑);当用户要创建 Shader Graph、检查其结构、或对黑板/节点做受控编辑时使用。

1.43k repo starsObserved in 7 repos
Development

unity-smart

AI-powered scene operations — SQL-like and spatial object queries plus automatic layout and auto-binding. Use when querying scene objects by condition or proximity, auto-arranging objects, or auto-wiring references, even if the user just says "找出所有…的物体" or "自动排列". AI 驱动的场景操作(类 SQL 与空间对象查询、自动布局、自动绑定);当用户要按条件或邻近关系查询场景对象、自动排布对象、或自动连线引用时使用。

1.43k repo starsObserved in 7 repos
Development

unity-timeline

Edit Unity Timeline — create Timeline assets and add typed tracks (animation, activation, audio, signal, etc.). Use when building cutscenes or sequences, creating a Timeline asset, or adding tracks and clips, even if the user just says "时间轴" or "做个过场动画". 编辑 Unity Timeline(创建 Timeline 资产、添加带类型的轨道:动画、激活、音频、信号等);当用户要制作过场或序列、创建 Timeline 资产、或添加轨道与片段时使用。

1.43k repo starsObserved in 7 repos
Development

unity-unitask-design

Source-anchored design rules for Cysharp UniTask 2.5.10 (Unity 2018.4+) — struct semantics, PlayerLoop timing, cancellation, composition, conversion, async enumerables, triggers, and pitfalls. Use when writing or reviewing async UniTask code, choosing PlayerLoopTiming, handling CancellationToken, or composing WhenAll/WhenAny, even if the user just says "异步" or "零分配async". 为 Cysharp UniTask 2.5.10(Unity 2018.4+)提供源码锚定的设计规则(struct 语义、PlayerLoop 时机、取消、组合、转换、异步流、触发器、陷阱);当用户要编写或审查 async UniTask 代码、选择 PlayerLoopTiming、处理 CancellationToken、或组合 WhenAll/WhenAny 时使用。

1.43k repo starsObserved in 7 repos
Development

unity-urp

Manage the Universal Render Pipeline (URP) — URP assets, the renderer, and renderer features. Use when configuring the URP asset, adding or editing renderer features, or adjusting URP rendering settings, even if the user just says "URP配置" or "渲染特性". 管理通用渲染管线(URP:URP 资产、渲染器、渲染器特性);当用户要配置 URP 资产、添加或编辑渲染器特性、或调整 URP 渲染设置时使用。

1.43k repo starsObserved in 7 repos
Development

unity-xr

Set up XR Interaction Toolkit (XRI) for VR/AR — XR rigs and grab/socket/ray interactors. Use when building VR/AR interaction, setting up an XR rig, or configuring grab/socket/ray interactors, even if the user just says "VR" or "XR交互". 搭建用于 VR/AR 的 XR Interaction Toolkit(XRI:XR rig、抓取/插槽/射线交互器);当用户要构建 VR/AR 交互、搭建 XR rig、或配置抓取/插槽/射线交互器时使用。

1.43k repo starsObserved in 7 repos
Development

unity-architecture

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。

1.43k repo starsObserved in 6 repos
Development