scenario-unity-expert

Featured

Use when an agent drives Unity 6.3 (6000.3) on a Mac for any task: batch mode and -executeMethod jobs, a running editor (the user's GUI editor or a headless one), the Unity CLI and com.unity.pipeline, MCP servers, the Test Framework, command-line builds; when a batch run fails silently, 'Scripts have compiler errors', a capture comes back black or pink, or a result must be proven with numbers and a frame; or when a Unity brief must go to the right scenario-unity-* specialist.

AI & Automation 536 stars 67 forks Updated today MIT

Install

View on GitHub

Quality Score: 94/100

Stars 20%
91
Recency 20%
100
Frontmatter 20%
70
Documentation 15%
100
Issue Health 10%
50
License 10%
100
Description 5%
100

Skill Content

# Unity expert (technical director and agent protocol) Expert Unity work is a loop run against numbers: set the budget, build one stage, measure it, look at it, fix it, then advance. An agent without a mouse gets there by choosing the right channel for each action, editing through serialization with explicit saves, and never trusting its own eyes alone. This skill is that protocol, the shared toolkit every scenario-unity-* skill imports ([`scripts/`](scripts/)), and the map of the team. Target: Unity 6000.3.21f1 (6.3 LTS), URP 17.3, macOS Apple Silicon. If a sibling skill named here is missing from your available skills, ask the user to install it (`npx skills add scenario-labs/skills --skill <name>`); unattended, proceed from tool schemas and flag the gap. **Status (2026-09-24, after blind grading and the refactor):** every toolkit function ran in Unity 6000.3.21f1 here (`tests/code/unity-expert/run_all.sh --live --builds`; results in `archive/tests/unity-expert/live_results.jsonl`). Every call from before the refactor is unchanged. ## Stance (the expert delta) 1. **One editor per project, and the live editor wins.** "You can't open a project in batch mode while the Editor has the same project open" (6.3 Manual). When an editor holds the project, drive it ([`ut_live`](scripts/ut_live.py)), never hand-edit `.unity`/`.prefab`/`.asset` YAML: wrong fileIDs, invisible until reimport, easy to hit the wrong scene (Unity's unity-cli skill). 2. **A job is only as honest as its re...

Details

Author
scenario-labs
Repository
scenario-labs/skills
Created
1 months ago
Last Updated
today
Language
Python
License
MIT

Integrates with

Bundled in these plugins

Similar Skills

Semantically similar based on skill content — not just same category

AI & Automation Featured

scenario-unity-architecture

Use when structuring Unity 6.3 C# code: ScriptableObject data vs runtime state, events and services, inventory, health, save and load, Input System actions and key rebinding, async with Awaitable, assembly definitions, Enter Play Mode and domain reload, .meta files, Git, Smart Merge and LFS. Also when 'my save works in the Editor but not in the build', statics keep values on the second Play, events fire twice or never, an await runs after its object died, rebinds are lost on relaunch, a renamed class loses its data, a scene merge breaks.

536 Updated today
scenario-labs
AI & Automation Featured

scenario-unity-pipeline-automation

Use when automating a Unity 6.3 content pipeline or build: importing an art drop (FBX, PNG) with AssetPostprocessor rules and naming conventions, generating prefabs or editing scenes from script with correct Undo and SetDirty, Addressables groups, labels and content builds, content-validation tests, batch-mode, command-line or CI builds (Build Profiles, GameCI, GitHub Actions, Accelerator), editor tools; or when textures import wrong or reimport every run, a scripted edit vanishes, bundles duplicate assets, a batch build ignores its defines, or CI cannot activate Unity.

536 Updated today
scenario-labs
AI & Automation Featured

scenario-unity-performance

Use when a Unity 6.3 game is slow or stutters: low fps, frame spikes, hitches when entering areas or on first effects, GC spikes, too many draw calls or SetPass calls, CPU vs GPU bound questions, Profiler, Profile Analyzer, Memory Profiler, Frame Debugger or Project Auditor work, GPU Resident Drawer or SRP Batcher setup, LOD and Mesh LOD, shader warm-up and variants, memory or VRAM budgets, IL2CPP and build size, or proving a fix with numbers from a player.

536 Updated today
scenario-labs