unity-yooasset
YooAsset hot-update / asset bundle automation. Build bundles via ScriptableBuildPipeline or RawFileBuildPipeline, run Editor simulate builds, manage AssetBundleCollector package/group/collector settings, analyze BuildReport .report files at bundle/asset/dependency-graph level, run PlayMode runtime validation jobs, and open/use YooAsset Reporter/Debugger/AssetArtScanner tools. Triggers: yooasset, YooAsset, AssetBundleBuilder, AssetBundleCollector, BuildReport, ResourcePackage, ScriptableBuildPipeline, RawFileBuildPipeline, EditorSimulateBuildPipeline, CollectorPackage, CollectorGroup, AddressRule, PackRule, FilterRule, IgnoreRule, BuildReport assets, dependency graph, AssetArtScanner, Reporter, Debugger, runtime validation, 资源打包, 资源收集, 资源收集器, 资源规则, 构建报告, 构建管线, 模拟构建, 热更新打包, 资源分组, 资产分析, 依赖图, 孤立资源, 运行时验证, asset bundle build, asset bundle collector, build report, hot update build, bundle dependency, orphan asset, asset pipeline. Requires com.tuyoogame.yooasset (2.3.15+).
- License 许可
- MIT
- 最近更新
- 2026-07-25
- Stars
- ★ 8
- Forks
- 0
01 前言 Front Matter
- name
- unity-yooasset
- metadata
- { "tier": 2, "source": "https://github.com/Besty0728/Unity-Skills", "version": "1.9.2" }
- use-when
- Load when the task requires: YooAsset hot-update / asset bundle automation. Build bundles via ScriptableBuildPipeline or RawFileBuildPipeline, run Editor simulate builds, manage AssetBundleCollector package/group/collector settings, analyze BuildReport .report files at bundle/asset/dependency-graph level, run PlayMode runtime validation jobs, and open/use YooAsset Reporter/Debugger/AssetArtScanner tools. Unity Editor must be running with the unity-skills REST server reachable at http://localhost:8090.
- platforms
- [ "unity-editor", "claude-code" ]
- description
- YooAsset hot-update / asset bundle automation. Build bundles via ScriptableBuildPipeline or RawFileBuildPipeline, run Editor simulate builds, manage AssetBundleCollector package/group/collector settings, analyze BuildReport .report files at bundle/asset/dependency-graph level, run PlayMode runtime validation jobs, and open/use YooAsset Reporter/Debugger/AssetArtScanner tools. Triggers: yooasset, YooAsset, AssetBundleBuilder, AssetBundleCollector, BuildReport, ResourcePackage, ScriptableBuildPipeline, RawFileBuildPipeline, EditorSimulateBuildPipeline, CollectorPackage, CollectorGroup, AddressRule, PackRule, FilterRule, IgnoreRule, BuildReport assets, dependency graph, AssetArtScanner, Reporter, Debugger, runtime validation, 资源打包, 资源收集, 资源收集器, 资源规则, 构建报告, 构建管线, 模拟构建, 热更新打包, 资源分组, 资产分析, 依赖图, 孤立资源, 运行时验证, asset bundle build, asset bundle collector, build report, hot update build, bundle dependency, orphan asset, asset pipeline. Requires com.tuyoogame.yooasset (2.3.15+).
- do-not-use-when
- Do not load when Unity Editor is not running locally. Do not load when unity-skills REST server is unreachable at http://localhost:8090.
- task-categories
- [ "asset-loading", "yooasset", "editor-automation" ]
03 SKILL.md 正文
Unity YooAsset Skills
Editor-side automation for the YooAsset hot-update framework — build pipeline orchestration, Collector configuration CRUD, BuildReport analysis, PlayMode runtime validation, and companion YooAsset tools. Every skill wraps a concrete YooAsset Editor/runtime API path validated against 2.3.18 source. When the package is absent, every skill except yooasset_check_installed returns a NoYooAsset() error with install instructions.
Requires:
com.tuyoogame.yooasset≥ 2.3.15, Unity 2022.3+ (validated against 2.3.18). Strongly recommended: before writing ANY YooAsset runtime code, load yooasset-design. PlayMode / parameter-class / handle-lifecycle pitfalls are strict, and only the advisory module surfaces them.
Guardrails
Operating Mode (v1.9 three-tier):
-
Approval (default): query/list/read skills (
yooasset_check_installed,yooasset_get_default_paths,yooasset_get_build_settings,yooasset_list_collector_packages,yooasset_list_collector_rules,yooasset_list_assetart_scanners,yooasset_runtime_get_validation_result,yooasset_load_build_report,yooasset_list_report_bundles,yooasset_get_bundle_detail,yooasset_list_report_assets,yooasset_get_asset_detail,yooasset_get_dependency_graph,yooasset_compare_build_reports,yooasset_list_independ_assets) run directly. Builders / Collector mutators / scanner runs / window-openers are FullAuto — onMODE_RESTRICTED, run the grant protocol. -
Auto / Bypass: SemiAuto and FullAuto run directly.
-
Auto-forbidden in this module:
MayEnterPlayMode = true→yooasset_runtime_validate_package,yooasset_runtime_cleanupSkillOperation.Delete→yooasset_remove_collector_package,yooasset_remove_collector_group,yooasset_remove_collector
Reachable only under Bypass mode or via a user-managed Allowlist entry; the grant flow returns
MODE_FORBIDDEN. Noteyooasset_build_bundlesruns heavy disk I/O but has no Reload/PlayMode flag, so it stays grantable. -
When
com.tuyoogame.yooassetis missing, every skill exceptyooasset_check_installedreturns aNoYooAsset()error with install instructions.
DO NOT (common hallucinations):
yooasset_initialize/yooasset_load_asset/yooasset_create_downloader— do NOT exist as general-purpose REST skills. Runtime APIs (YooAssets.Initialize, default-packageYooAssets.LoadAssetAsync,ResourcePackage.LoadAssetAsync,RequestPackageVersionAsync,CreateResourceDownloader) belong in game code. Use yooasset-design when writing runtime code.yooasset_modify_group/yooasset_delete_collector/yooasset_open_scanner_window— wrong names. Use the exact schema names below or queryGET /skills/schema?category=YooAsset.yooasset_install— NOT a skill. Package install is a Package Manager user action.- Do NOT pass
timeouttoyooasset_build_bundles— the property was removed in YooAsset 2.3.16. Runtime watchdog now lives onCacheFileSystemParameters.DOWNLOAD_WATCH_DOG_TIME(runtime concern, not a build parameter). - Do NOT call
yooasset_build_bundleswhileEditorUserBuildSettings.isBuildingPlayer == true—BuildParameters.CheckBuildParametersthrows.
Routing:
- Collector configuration (packages, groups, collectors, rules) → this module.
- Actual bundle build + simulate + paths → this module.
- Build report analysis (bundle size, asset list/detail, dependency graph, report compare, orphan) → this module.
- Runtime validation in Editor PlayMode →
yooasset_runtime_validate_package+ polling/cleanup skills in this module. - Runtime code generation/design (Initialize / Load / Download / Scene in game scripts) → write it yourself using yooasset-design.
- YooAsset companion windows and AssetArtScanner config/runs → this module.
- Version-policy decisions (2.x vs pre-2.3.15 manifest,
FindAssetTypeonIFilterRule) → yooasset-design/PITFALLS.md.
Skills
Environment (1)
| Skill | Purpose | Key Parameters |
|---|---|---|
yooasset_check_installed |
Reflection probe — works even when the package is missing. Reports runtime assembly, package version, editor availability, and which of the 4 pipelines are present. | (none) |
Build pipeline (7)
| Skill | Purpose | Key Parameters |
|---|---|---|
yooasset_build_bundles |
Build bundles via ScriptableBuildPipeline or RawFileBuildPipeline. Writes to <projectPath>/Bundles/<PackageName>/<Version>. |
packageName, packageVersion="auto", pipeline="ScriptableBuildPipeline", buildTarget?, compression="LZ4", fileNameStyle="HashName", clearBuildCache=false, useAssetDependencyDB=true, verifyBuildingResult=true, replaceAssetPathWithAddress=false, stripUnityVersion=false, disableWriteTypeTree=false, trackSpriteAtlasDependencies=false, writeLinkXML=true, cacheServerHost="", cacheServerPort=0, builtinShadersBundleName="", monoScriptsBundleName="", includePathInHash=false, buildinFileCopyOption="None", buildinFileCopyParams="", enableLog=true |
yooasset_simulate_build |
Run AssetBundleSimulateBuilder.SimulateBuild for an EditorSimulateMode package — virtual bundles only, no files written. |
packageName |
yooasset_get_default_paths |
Return BuildOutputRoot + StreamingAssetsRoot that YooAsset uses. |
(none) |
yooasset_get_build_settings |
Read persisted YooAsset AssetBundle Builder EditorPrefs for a package/pipeline. | packageName, pipeline? |
yooasset_set_build_settings |
Persist AssetBundle Builder EditorPrefs for repeatable build UI defaults. | packageName, pipeline?, compression?, fileNameStyle?, buildinFileCopyOption?, buildinFileCopyParams?, encryptionServicesClassName?, manifestProcessServicesClassName?, manifestRestoreServicesClassName?, clearBuildCache?, useAssetDependencyDB? |
yooasset_open_builder_window |
Open the YooAsset AssetBundle Builder Editor window. |
(none) |
yooasset_open_collector_window |
Open the YooAsset AssetBundle Collector Editor window. |
(none) |
YooAsset tools (8)
| Skill | Purpose | Key Parameters |
|---|---|---|
yooasset_open_reporter_window |
Open the YooAsset AssetBundle Reporter window. | (none) |
yooasset_open_debugger_window |
Open the YooAsset AssetBundle Debugger window. | (none) |
yooasset_open_assetart_scanner_window |
Open the YooAsset AssetArt Scanner window. | (none) |
yooasset_list_assetart_scanners |
List AssetArtScanner configurations, optionally filtered by keyword. | keyword? |
yooasset_run_assetart_scanner |
Run one scanner and optionally save its report file. | scannerGUID, saveDirectory? |
yooasset_run_all_assetart_scanners |
Run all scanners, optionally filtered by keyword. | keyword? |
yooasset_import_assetart_scanner_config |
Import AssetArtScanner JSON config. | configPath |
yooasset_export_assetart_scanner_config |
Export AssetArtScanner JSON config. | configPath |
Runtime validation (3)
| Skill | Purpose | Key Parameters |
|---|---|---|
yooasset_runtime_validate_package |
Start an async PlayMode job that initializes EditorSimulateMode, sets default package, optionally validates one asset load/release and downloader status, then optionally cleans up and returns to Edit Mode. |
packageName, assetLocation?, restoreEditMode=true, cleanup=true, checkDownloader=true, downloadingMaxNumber=4, failedTryAgain=1 |
yooasset_runtime_get_validation_result |
Poll the runtime validation job status/result. | jobId |
yooasset_runtime_cleanup |
Remove completed validation jobs and optionally force YooAssets.Destroy() / exit PlayMode. |
jobId?, forceYooAssetsDestroy=false, exitPlayMode=false |
Collector configuration (13)
| Skill | Purpose | Key Parameters |
|---|---|---|
yooasset_list_collector_packages |
List Packages → Groups → Collectors tree. verbose=true returns the full descent. |
verbose=false |
yooasset_list_collector_rules |
Return registered Active / Address / Pack / Filter / Ignore rule classes. | ruleKind="all" (or `activeRule |
yooasset_create_collector_package |
Create a new Collector Package. Fails on duplicate unless allowDuplicate=true. |
packageName, allowDuplicate=false |
yooasset_create_collector_group |
Create a Group inside an existing Package. | packageName, groupName, groupDesc="", activeRule="EnableGroup", assetTags="" |
yooasset_add_collector |
Add an AssetBundleCollector to a Group. Validates collectPath via AssetDatabase and each rule via its registered class name. |
packageName, groupName, collectPath, collectorType="MainAssetCollector", addressRule="AddressByFileName", packRule="PackDirectory", filterRule="CollectAll", assetTags="", userData="" |
yooasset_save_collector_config |
Persist the AssetBundleCollectorSetting.asset. Optionally run FixFile() to repair dangling rule references. |
fixErrors=true |
yooasset_modify_collector_settings |
Modify global Collector settings. | showPackageView=false, uniqueBundleName=false, save=true |
yooasset_modify_collector_package |
Rename/describe a package and set package-level options. | packageName, packageDesc?, newPackageName?, enableAddressable=false, supportExtensionless=true, locationToLower=false, includeAssetGUID=false, autoCollectShaders=true, ignoreRule="NormalIgnoreRule", save=true |
yooasset_remove_collector_package |
Remove a Collector package by name. | packageName, save=true |
yooasset_modify_collector_group |
Rename/describe a group and update active rule/tags. | packageName, groupName, newGroupName?, groupDesc?, activeRule="EnableGroup", assetTags?, save=true |
yooasset_remove_collector_group |
Remove a group from a package. | packageName, groupName, save=true |
yooasset_modify_collector |
Modify an existing collector matched by collectPath. |
packageName, groupName, collectPath, newCollectPath?, collectorType="MainAssetCollector", addressRule="AddressByFileName", packRule="PackDirectory", filterRule="CollectAll", assetTags?, userData?, save=true |
yooasset_remove_collector |
Remove a collector matched by collectPath. |
packageName, groupName, collectPath, save=true |
Build report analysis (8)
| Skill | Purpose | Key Parameters |
|---|---|---|
yooasset_load_build_report |
Deserialize a YooAsset BuildReport .report file and return ReportSummary metadata + top-level totals. |
reportPath |
yooasset_list_report_bundles |
Paginated / filtered / sorted bundle listing from the report. | reportPath, filterEncrypted?, filterTag?, sortBy="size" (`size |
yooasset_get_bundle_detail |
Full ReportBundleInfo for a single bundle — DependBundles, ReferenceBundles, asset BundleContents. |
reportPath, bundleName |
yooasset_list_report_assets |
Paginated / filtered / sorted asset listing from the report. | reportPath, filterBundle?, filterTag?, search?, sortBy="path" (`path |
yooasset_get_asset_detail |
Full ReportAssetInfo by asset path or address. |
reportPath, assetPath?, address? |
yooasset_get_dependency_graph |
Compact bundle/asset dependency graph for visualization or focused analysis. | reportPath, rootBundle?, rootAssetPath?, maxNodes=200 |
yooasset_compare_build_reports |
Compare two .report files for bundle/asset additions, removals, and size changes. |
oldReportPath, newReportPath, limit=100 |
yooasset_list_independ_assets |
Assets not referenced by any main asset — cleanup candidates. | reportPath, limit=100, offset=0 |
Quick Start
import unity_skills as u
# 0. Probe installation (works even if package is missing)
u.call_skill("yooasset_check_installed")
# -> { installed, packageVersion, availablePipelines: [...], editorAvailable, ... }
# 1. Configure collectors (end-to-end)
u.call_skill("yooasset_list_collector_rules", ruleKind="all") # discover available rule class names
u.call_skill("yooasset_create_collector_package", packageName="DefaultPackage")
u.call_skill("yooasset_create_collector_group",
packageName="DefaultPackage", groupName="UI", activeRule="EnableGroup",
assetTags="ui")
u.call_skill("yooasset_add_collector",
packageName="DefaultPackage", groupName="UI",
collectPath="Assets/GameRes/UI",
collectorType="MainAssetCollector",
addressRule="AddressByFileName",
packRule="PackDirectory",
filterRule="CollectAll")
u.call_skill("yooasset_modify_collector_package",
packageName="DefaultPackage",
enableAddressable=True,
supportExtensionless=True,
locationToLower=False)
u.call_skill("yooasset_save_collector_config", fixErrors=True)
# 2. Simulate build (EditorSimulateMode) — fast, no file I/O
u.call_skill("yooasset_simulate_build", packageName="DefaultPackage")
# -> { packageRootDirectory: ".../Bundles/DefaultPackage/Simulate" }
# 3. Real build
result = u.call_skill("yooasset_build_bundles",
packageName="DefaultPackage",
packageVersion="1.0.0",
pipeline="ScriptableBuildPipeline",
compression="LZ4",
fileNameStyle="HashName",
verifyBuildingResult=True)
# 4. Analyze the report
import os
report_path = os.path.join(
result["outputDirectory"],
f"{result['packageName']}_{result['packageVersion']}.report")
u.call_skill("yooasset_load_build_report", reportPath=report_path)
u.call_skill("yooasset_list_report_bundles", reportPath=report_path, sortBy="size", limit=20)
u.call_skill("yooasset_list_report_assets", reportPath=report_path, search="UI", limit=20)
u.call_skill("yooasset_get_dependency_graph", reportPath=report_path, maxNodes=100)
u.call_skill("yooasset_list_independ_assets", reportPath=report_path)
# 5. Optional PlayMode runtime validation
job = u.call_skill("yooasset_runtime_validate_package",
packageName="DefaultPackage",
assetLocation="ui/example",
restoreEditMode=True,
cleanup=True)
u.call_skill("yooasset_runtime_get_validation_result", jobId=job["jobId"])
Critical Rules (must read)
yooasset_check_installedis the ONLY skill that works withoutYOO_ASSETcompile define. Every other skill returnsNoYooAsset()— correct the environment (install or upgrade the package, then let Unity recompile) before retrying.- Pipeline ↔ Parameters pairing is enforced.
yooasset_build_bundles pipeline=ScriptableBuildPipelineusesScriptableBuildParameters;pipeline=RawFileBuildPipelineusesRawFileBuildParameters.EditorSimulateBuildPipelineis rejected here — useyooasset_simulate_build.BuiltinBuildPipelineis legacy and explicitly rejected. packageVersion="auto"fillsDateTime.UtcNow.ToString("yyyyMMddHHmm"). Pass a semver string when you want deterministic versioning.yooasset_add_collectorvalidatescollectPathviaAssetDatabase.LoadAssetAtPath. Paths must be underAssets/...; absolute or relative../paths will fail.- Rule names in Create Skills are CLASS names, not display names. Use
yooasset_list_collector_rulesto discover valid values (e.g.EnableGroup,AddressByFileName,PackDirectory,CollectAll,NormalIgnoreRule). - Collector mutations can save immediately or be batched. Create skills mark
IsDirty=true; modify/remove skills exposesave=true. For bulk edits, passsave=falseand finish withyooasset_save_collector_config. yooasset_build_bundlesis NOT undo-tracked (external file I/O, not scene/asset state).clearBuildCache=truere-runs the full pipeline; defaults avoid it for incremental speed.- BuildReport lives next to bundles as a
.reportfile — YooAsset 2.3.18 writes it as<BuildOutputRoot>/<BuildTarget>/<PackageName>/<Version>/<PackageName>_<PackageVersion>.report. Do not passBuildReport.json,<PackageName>_<PackageVersion>.json, orbuildlogtep.json: the.jsonfile is the package manifest andbuildlogtep.jsonis the Scriptable Build Pipeline trace log.yooasset_list_report_bundlesreads the.reportfile standalone, so you can also point it at an archived copy. - Runtime validation may enter PlayMode.
yooasset_runtime_validate_packageis intentionally async; poll the job result and useyooasset_runtime_cleanupif the editor is left in a state you do not want. yooasset_list_independ_assetsidentifies assets not referenced by any main asset — candidates for the Collector to drop. Verify manually before removing; a main asset created later could still need them.
Version Scope
- Target: YooAsset
2.3.18(published 2025-12-04). Source anchors use this version. - Minimum:
2.3.15(enforced by the asmdefversionDefinesentry). Earlier versions use an incompatible manifest format and pre-FindAssetTypeIFilterRule(would not compile against this Skill module). - 2.3.17 fixed a critical CRC validation bug; users on 2.3.15/2.3.16 should upgrade before relying on
verifyBuildingResult=true. - Runtime-side rules (PlayMode mapping, handle lifecycle, update flow, legacy-API migration) → yooasset-design/SKILL.md.
Exact Signatures
For authoritative parameter names, defaults, and return fields, query GET /skills/schema?category=YooAsset or unity_skills.get_skill_schema(). This document is a routing / best-practice guide, not the signature source.
04 同仓库更多 Skills
dots-update-groups
How to choose the right ECS system group and ordering so per-frame and per-fixed-step work is deterministic and never races its own readers. Covers InitializationSystemGroup / SimulationSystemGroup / PresentationSystemGroup / FixedStepSimulationSystemGroup / VariableRateSimulationSystemGroup, UpdateBefore / UpdateAfter peer ordering, OrderFirst / OrderLast group-boundary placement, RateManager, and the cross-group ordering trap. Use when adding an ISystem, fixing "value visible one frame late" bugs, or coupling simulation to a fixed timestep.
dots-transform-patterns
The Entities 1.x transform model — LocalTransform (writable input) vs LocalToWorld (system-owned matrix), Parent/Child hierarchy, reparenting cost, uniform vs non-uniform scale (PostTransformMatrix), and when to opt out with custom transform systems. Use when designing parent/child hierarchies, runtime reparenting (mount/dismount/socket), or choosing transform components at the Baker boundary.
dots-singleton-patterns
Model cross-system shared configuration and game state as a single-entity component with a strict single-writer contract. Covers RequireForUpdate gating, SystemAPI.GetSingleton / GetSingletonRW / HasSingleton / TryGetSingleton, bake-time vs runtime-created vs ECB-system singletons, the "exactly one entity" runtime invariant, and the single-writer rule. Use when designing frame-stable global config, shared mutable state, or any component intended to exist on exactly one entity.
dots-hybrid-bridge
The one-way bridge between DOTS-owned runtime state and Unity-owned presentation. Covers UnityObjectRef for managed asset refs in components, the DOTS-writes / Unity-reads ownership rule, when to use managed IComponentData vs UnityObjectRef vs CompanionComponent, baker-bridge vs runtime-bridge, and SubScene boundary rules. Use when an entity must reference Unity assets (Mesh, Material, AudioClip, ScriptableObject), a MonoBehaviour view must read entity state, or input/UI must trigger ECS work.
dots-event-driven-ecs
Model one-frame events and external requests in ECS without dual ownership, polling, or persistent state leaks. Covers request-tag pattern with ECB, enableable command components (no structural change), event buffers (IBufferElementData), explicit consumer ownership, one-frame latency rules, and the banned C# event / UnityEvent / static bus anti-patterns. Use when input/UI/network must trigger ECS work, when a one-frame signal fans out to N consumers (damage, hit, collision), or when state changes must be processed exactly once.
valid_skill
A complete, well-formed test fixture skill for SkillHub validation testing. Covers basic task routing and code review for Unity projects.