[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M6KH2ZFQQQ0ADM8XFS9K6XR9":3,"skill-same:01M6KH2ZFQQQ0ADM8XFS9K6XR9":89},{"skillNo":4,"name":5,"nameZh":6,"description":7,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":16,"categories":17,"keywords":28,"publishedAt":49,"linkOnly":50,"markdownContent":51,"markdownBody":52,"frontMatter":53,"refName":67,"commitSha":68,"skillDirectory":69,"forksCount":70,"repositoryHtmlUrl":71,"repositoryHomepageUrl":6,"ownerHtmlUrl":72,"ownerBlogUrl":6,"ownerDescription":73,"updatedAt":74,"install":75,"resources":88},"01M6KH2ZFQQQ0ADM8XFS9K6XR9","unity-yooasset",null,"YooAsset hot-update \u002F asset bundle automation. Build bundles via ScriptableBuildPipeline or RawFileBuildPipeline, run Editor simulate builds, manage AssetBundleCollector package\u002Fgroup\u002Fcollector settings, analyze BuildReport .report files at bundle\u002Fasset\u002Fdependency-graph level, run PlayMode runtime validation jobs, and open\u002Fuse YooAsset Reporter\u002FDebugger\u002FAssetArtScanner 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+).","dyCuong03\u002Funity-agent-team","dyCuong03","https:\u002F\u002Favatars.githubusercontent.com\u002Fu\u002F137050365?v=4","01M6KFXC85HQHXZJC2VC1KY6EZ","CuongND","01M6KFXCCHP6CD5MTA8NECJC36",8,"MIT","https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002F.claude\u002Fskills\u002Funity-skills\u002Fskills\u002Fyooasset\u002FSKILL.md",[18,23],{"categoryNo":19,"categoryName":20,"taxonomyType":21,"taxonomyTypeDesc":22},"01JBSEEDCAT000000000000023","Skill与智能体开发","SCENARIO","使用场景",{"categoryNo":24,"categoryName":25,"taxonomyType":26,"taxonomyTypeDesc":27},"01JBSEEDCAT000000000000034","行政与办公人员","PROFESSION","适用职业",[29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48],"unity yooasset","unity","dependency","at","loading","asset","规则","orphan","files","dependency graph","run","analyze","open","debugger","Tools","pipeline","server","graph","code","update","2026-11-10 10:12:30",false,"---\nname: unity-yooasset\ndescription: \"YooAsset hot-update \u002F asset bundle automation. Build bundles via ScriptableBuildPipeline or RawFileBuildPipeline, run Editor simulate builds, manage AssetBundleCollector package\u002Fgroup\u002Fcollector settings, analyze BuildReport .report files at bundle\u002Fasset\u002Fdependency-graph level, run PlayMode runtime validation jobs, and open\u002Fuse YooAsset Reporter\u002FDebugger\u002FAssetArtScanner 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+).\"\nplatforms: [unity-editor, claude-code]\ntask-categories: [asset-loading, yooasset, editor-automation]\nuse-when: |-\n  Load when the task requires: YooAsset hot-update \u002F asset bundle automation. Build bundles via ScriptableBuildPipeline or RawFileBuildPipeline, run Editor simulate builds, manage AssetBundleCollector package\u002Fgroup\u002Fcollector settings, analyze BuildReport .report files at bundle\u002Fasset\u002Fdependency-graph level, run PlayMode runtime validation jobs, and open\u002Fuse YooAsset Reporter\u002FDebugger\u002FAssetArtScanner tools. Unity Editor must be running with the unity-skills REST server reachable at http:\u002F\u002Flocalhost:8090.\ndo-not-use-when: |-\n  Do not load when Unity Editor is not running locally. Do not load when unity-skills REST server is unreachable at http:\u002F\u002Flocalhost:8090.\nmetadata:\n  source: https:\u002F\u002Fgithub.com\u002FBesty0728\u002FUnity-Skills\n  version: 1.9.2\n  tier: 2\n\n---\n\n# Unity YooAsset Skills\n\nEditor-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\u002Fruntime 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.\n\n> **Requires**: `com.tuyoogame.yooasset` **≥ 2.3.15**, Unity 2022.3+ (validated against 2.3.18).\n> **Strongly recommended**: before writing ANY YooAsset runtime code, load [yooasset-design](..\u002Fyooasset-design\u002FSKILL.md). PlayMode \u002F parameter-class \u002F handle-lifecycle pitfalls are strict, and only the advisory module surfaces them.\n\n## Guardrails\n\n**Operating Mode** (v1.9 three-tier):\n- **Approval** (default): query\u002Flist\u002Fread 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 \u002F Collector mutators \u002F scanner runs \u002F window-openers are FullAuto — on `MODE_RESTRICTED`, run the grant protocol.\n- **Auto** \u002F **Bypass**: SemiAuto and FullAuto run directly.\n- Auto-forbidden in this module:\n  - `MayEnterPlayMode = true` → `yooasset_runtime_validate_package`, `yooasset_runtime_cleanup`\n  - `SkillOperation.Delete` → `yooasset_remove_collector_package`, `yooasset_remove_collector_group`, `yooasset_remove_collector`\n  \n  Reachable only under Bypass mode or via a user-managed Allowlist entry; the grant flow returns `MODE_FORBIDDEN`. Note `yooasset_build_bundles` runs heavy disk I\u002FO but has no Reload\u002FPlayMode flag, so it stays grantable.\n- When `com.tuyoogame.yooasset` is missing, every skill except `yooasset_check_installed` returns a `NoYooAsset()` error with install instructions.\n\n**DO NOT** (common hallucinations):\n- `yooasset_initialize` \u002F `yooasset_load_asset` \u002F `yooasset_create_downloader` — do NOT exist as general-purpose REST skills. Runtime APIs (`YooAssets.Initialize`, default-package `YooAssets.LoadAssetAsync`, `ResourcePackage.LoadAssetAsync`, `RequestPackageVersionAsync`, `CreateResourceDownloader`) belong in game code. Use [yooasset-design](..\u002Fyooasset-design\u002FSKILL.md) when writing runtime code.\n- `yooasset_modify_group` \u002F `yooasset_delete_collector` \u002F `yooasset_open_scanner_window` — wrong names. Use the exact schema names below or query `GET \u002Fskills\u002Fschema?category=YooAsset`.\n- `yooasset_install` — NOT a skill. Package install is a Package Manager user action.\n- Do NOT pass `timeout` to `yooasset_build_bundles` — the property was removed in YooAsset 2.3.16. Runtime watchdog now lives on `CacheFileSystemParameters.DOWNLOAD_WATCH_DOG_TIME` (runtime concern, not a build parameter).\n- Do NOT call `yooasset_build_bundles` while `EditorUserBuildSettings.isBuildingPlayer == true` — `BuildParameters.CheckBuildParameters` throws.\n\n**Routing**:\n- Collector configuration (packages, groups, collectors, rules) → this module.\n- Actual bundle build + simulate + paths → this module.\n- Build report analysis (bundle size, asset list\u002Fdetail, dependency graph, report compare, orphan) → this module.\n- Runtime validation in Editor PlayMode → `yooasset_runtime_validate_package` + polling\u002Fcleanup skills in this module.\n- Runtime code generation\u002Fdesign (Initialize \u002F Load \u002F Download \u002F Scene in game scripts) → write it yourself using [yooasset-design](..\u002Fyooasset-design\u002FSKILL.md).\n- YooAsset companion windows and AssetArtScanner config\u002Fruns → this module.\n- Version-policy decisions (2.x vs pre-2.3.15 manifest, `FindAssetType` on `IFilterRule`) → [yooasset-design\u002FPITFALLS.md](..\u002Fyooasset-design\u002FPITFALLS.md).\n\n## Skills\n\n### Environment (1)\n| Skill | Purpose | Key Parameters |\n|-------|---------|----------------|\n| `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) |\n\n### Build pipeline (7)\n| Skill | Purpose | Key Parameters |\n|-------|---------|----------------|\n| `yooasset_build_bundles` | Build bundles via `ScriptableBuildPipeline` or `RawFileBuildPipeline`. Writes to `\u003CprojectPath>\u002FBundles\u002F\u003CPackageName>\u002F\u003CVersion>`. | `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` |\n| `yooasset_simulate_build` | Run `AssetBundleSimulateBuilder.SimulateBuild` for an `EditorSimulateMode` package — virtual bundles only, no files written. | `packageName` |\n| `yooasset_get_default_paths` | Return `BuildOutputRoot` + `StreamingAssetsRoot` that YooAsset uses. | (none) |\n| `yooasset_get_build_settings` | Read persisted YooAsset AssetBundle Builder EditorPrefs for a package\u002Fpipeline. | `packageName`, `pipeline?` |\n| `yooasset_set_build_settings` | Persist AssetBundle Builder EditorPrefs for repeatable build UI defaults. | `packageName`, `pipeline?`, `compression?`, `fileNameStyle?`, `buildinFileCopyOption?`, `buildinFileCopyParams?`, `encryptionServicesClassName?`, `manifestProcessServicesClassName?`, `manifestRestoreServicesClassName?`, `clearBuildCache?`, `useAssetDependencyDB?` |\n| `yooasset_open_builder_window` | Open the YooAsset `AssetBundle Builder` Editor window. | (none) |\n| `yooasset_open_collector_window` | Open the YooAsset `AssetBundle Collector` Editor window. | (none) |\n\n### YooAsset tools (8)\n| Skill | Purpose | Key Parameters |\n|-------|---------|----------------|\n| `yooasset_open_reporter_window` | Open the YooAsset AssetBundle Reporter window. | (none) |\n| `yooasset_open_debugger_window` | Open the YooAsset AssetBundle Debugger window. | (none) |\n| `yooasset_open_assetart_scanner_window` | Open the YooAsset AssetArt Scanner window. | (none) |\n| `yooasset_list_assetart_scanners` | List AssetArtScanner configurations, optionally filtered by keyword. | `keyword?` |\n| `yooasset_run_assetart_scanner` | Run one scanner and optionally save its report file. | `scannerGUID`, `saveDirectory?` |\n| `yooasset_run_all_assetart_scanners` | Run all scanners, optionally filtered by keyword. | `keyword?` |\n| `yooasset_import_assetart_scanner_config` | Import AssetArtScanner JSON config. | `configPath` |\n| `yooasset_export_assetart_scanner_config` | Export AssetArtScanner JSON config. | `configPath` |\n\n### Runtime validation (3)\n| Skill | Purpose | Key Parameters |\n|-------|---------|----------------|\n| `yooasset_runtime_validate_package` | Start an async PlayMode job that initializes `EditorSimulateMode`, sets default package, optionally validates one asset load\u002Frelease and downloader status, then optionally cleans up and returns to Edit Mode. | `packageName`, `assetLocation?`, `restoreEditMode=true`, `cleanup=true`, `checkDownloader=true`, `downloadingMaxNumber=4`, `failedTryAgain=1` |\n| `yooasset_runtime_get_validation_result` | Poll the runtime validation job status\u002Fresult. | `jobId` |\n| `yooasset_runtime_cleanup` | Remove completed validation jobs and optionally force `YooAssets.Destroy()` \u002F exit PlayMode. | `jobId?`, `forceYooAssetsDestroy=false`, `exitPlayMode=false` |\n\n### Collector configuration (13)\n| Skill | Purpose | Key Parameters |\n|-------|---------|----------------|\n| `yooasset_list_collector_packages` | List Packages → Groups → Collectors tree. `verbose=true` returns the full descent. | `verbose=false` |\n| `yooasset_list_collector_rules` | Return registered Active \u002F Address \u002F Pack \u002F Filter \u002F Ignore rule classes. | `ruleKind=\"all\"` (or `activeRule|addressRule|packRule|filterRule|ignoreRule`) |\n| `yooasset_create_collector_package` | Create a new Collector Package. Fails on duplicate unless `allowDuplicate=true`. | `packageName`, `allowDuplicate=false` |\n| `yooasset_create_collector_group` | Create a Group inside an existing Package. | `packageName`, `groupName`, `groupDesc=\"\"`, `activeRule=\"EnableGroup\"`, `assetTags=\"\"` |\n| `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=\"\"` |\n| `yooasset_save_collector_config` | Persist the `AssetBundleCollectorSetting.asset`. Optionally run `FixFile()` to repair dangling rule references. | `fixErrors=true` |\n| `yooasset_modify_collector_settings` | Modify global Collector settings. | `showPackageView=false`, `uniqueBundleName=false`, `save=true` |\n| `yooasset_modify_collector_package` | Rename\u002Fdescribe a package and set package-level options. | `packageName`, `packageDesc?`, `newPackageName?`, `enableAddressable=false`, `supportExtensionless=true`, `locationToLower=false`, `includeAssetGUID=false`, `autoCollectShaders=true`, `ignoreRule=\"NormalIgnoreRule\"`, `save=true` |\n| `yooasset_remove_collector_package` | Remove a Collector package by name. | `packageName`, `save=true` |\n| `yooasset_modify_collector_group` | Rename\u002Fdescribe a group and update active rule\u002Ftags. | `packageName`, `groupName`, `newGroupName?`, `groupDesc?`, `activeRule=\"EnableGroup\"`, `assetTags?`, `save=true` |\n| `yooasset_remove_collector_group` | Remove a group from a package. | `packageName`, `groupName`, `save=true` |\n| `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` |\n| `yooasset_remove_collector` | Remove a collector matched by `collectPath`. | `packageName`, `groupName`, `collectPath`, `save=true` |\n\n### Build report analysis (8)\n| Skill | Purpose | Key Parameters |\n|-------|---------|----------------|\n| `yooasset_load_build_report` | Deserialize a YooAsset BuildReport `.report` file and return `ReportSummary` metadata + top-level totals. | `reportPath` |\n| `yooasset_list_report_bundles` | Paginated \u002F filtered \u002F sorted bundle listing from the report. | `reportPath`, `filterEncrypted?`, `filterTag?`, `sortBy=\"size\"` (`size|name|refCount|dependCount`), `limit=100`, `offset=0` |\n| `yooasset_get_bundle_detail` | Full `ReportBundleInfo` for a single bundle — `DependBundles`, `ReferenceBundles`, asset `BundleContents`. | `reportPath`, `bundleName` |\n| `yooasset_list_report_assets` | Paginated \u002F filtered \u002F sorted asset listing from the report. | `reportPath`, `filterBundle?`, `filterTag?`, `search?`, `sortBy=\"path\"` (`path|size|bundle|dependCount`), `limit=100`, `offset=0` |\n| `yooasset_get_asset_detail` | Full `ReportAssetInfo` by asset path or address. | `reportPath`, `assetPath?`, `address?` |\n| `yooasset_get_dependency_graph` | Compact bundle\u002Fasset dependency graph for visualization or focused analysis. | `reportPath`, `rootBundle?`, `rootAssetPath?`, `maxNodes=200` |\n| `yooasset_compare_build_reports` | Compare two `.report` files for bundle\u002Fasset additions, removals, and size changes. | `oldReportPath`, `newReportPath`, `limit=100` |\n| `yooasset_list_independ_assets` | Assets not referenced by any main asset — cleanup candidates. | `reportPath`, `limit=100`, `offset=0` |\n\n## Quick Start\n\n```python\nimport unity_skills as u\n\n# 0. Probe installation (works even if package is missing)\nu.call_skill(\"yooasset_check_installed\")\n# -> { installed, packageVersion, availablePipelines: [...], editorAvailable, ... }\n\n# 1. Configure collectors (end-to-end)\nu.call_skill(\"yooasset_list_collector_rules\", ruleKind=\"all\")  # discover available rule class names\nu.call_skill(\"yooasset_create_collector_package\", packageName=\"DefaultPackage\")\nu.call_skill(\"yooasset_create_collector_group\",\n    packageName=\"DefaultPackage\", groupName=\"UI\", activeRule=\"EnableGroup\",\n    assetTags=\"ui\")\nu.call_skill(\"yooasset_add_collector\",\n    packageName=\"DefaultPackage\", groupName=\"UI\",\n    collectPath=\"Assets\u002FGameRes\u002FUI\",\n    collectorType=\"MainAssetCollector\",\n    addressRule=\"AddressByFileName\",\n    packRule=\"PackDirectory\",\n    filterRule=\"CollectAll\")\nu.call_skill(\"yooasset_modify_collector_package\",\n    packageName=\"DefaultPackage\",\n    enableAddressable=True,\n    supportExtensionless=True,\n    locationToLower=False)\nu.call_skill(\"yooasset_save_collector_config\", fixErrors=True)\n\n# 2. Simulate build (EditorSimulateMode) — fast, no file I\u002FO\nu.call_skill(\"yooasset_simulate_build\", packageName=\"DefaultPackage\")\n# -> { packageRootDirectory: \"...\u002FBundles\u002FDefaultPackage\u002FSimulate\" }\n\n# 3. Real build\nresult = u.call_skill(\"yooasset_build_bundles\",\n    packageName=\"DefaultPackage\",\n    packageVersion=\"1.0.0\",\n    pipeline=\"ScriptableBuildPipeline\",\n    compression=\"LZ4\",\n    fileNameStyle=\"HashName\",\n    verifyBuildingResult=True)\n\n# 4. Analyze the report\nimport os\nreport_path = os.path.join(\n    result[\"outputDirectory\"],\n    f\"{result['packageName']}_{result['packageVersion']}.report\")\nu.call_skill(\"yooasset_load_build_report\", reportPath=report_path)\nu.call_skill(\"yooasset_list_report_bundles\", reportPath=report_path, sortBy=\"size\", limit=20)\nu.call_skill(\"yooasset_list_report_assets\", reportPath=report_path, search=\"UI\", limit=20)\nu.call_skill(\"yooasset_get_dependency_graph\", reportPath=report_path, maxNodes=100)\nu.call_skill(\"yooasset_list_independ_assets\", reportPath=report_path)\n\n# 5. Optional PlayMode runtime validation\njob = u.call_skill(\"yooasset_runtime_validate_package\",\n    packageName=\"DefaultPackage\",\n    assetLocation=\"ui\u002Fexample\",\n    restoreEditMode=True,\n    cleanup=True)\nu.call_skill(\"yooasset_runtime_get_validation_result\", jobId=job[\"jobId\"])\n```\n\n## Critical Rules (must read)\n\n1. **`yooasset_check_installed` is the ONLY skill that works without `YOO_ASSET` compile define.** Every other skill returns `NoYooAsset()` — correct the environment (install or upgrade the package, then let Unity recompile) before retrying.\n2. **Pipeline ↔ Parameters pairing is enforced.** `yooasset_build_bundles pipeline=ScriptableBuildPipeline` uses `ScriptableBuildParameters`; `pipeline=RawFileBuildPipeline` uses `RawFileBuildParameters`. `EditorSimulateBuildPipeline` is rejected here — use `yooasset_simulate_build`. `BuiltinBuildPipeline` is legacy and explicitly rejected.\n3. **`packageVersion=\"auto\"` fills `DateTime.UtcNow.ToString(\"yyyyMMddHHmm\")`.** Pass a semver string when you want deterministic versioning.\n4. **`yooasset_add_collector` validates `collectPath`** via `AssetDatabase.LoadAssetAtPath`. Paths must be under `Assets\u002F...`; absolute or relative `..\u002F` paths will fail.\n5. **Rule names in Create Skills are CLASS names, not display names.** Use `yooasset_list_collector_rules` to discover valid values (e.g. `EnableGroup`, `AddressByFileName`, `PackDirectory`, `CollectAll`, `NormalIgnoreRule`).\n6. **Collector mutations can save immediately or be batched.** Create skills mark `IsDirty=true`; modify\u002Fremove skills expose `save=true`. For bulk edits, pass `save=false` and finish with `yooasset_save_collector_config`.\n7. **`yooasset_build_bundles` is NOT undo-tracked** (external file I\u002FO, not scene\u002Fasset state). `clearBuildCache=true` re-runs the full pipeline; defaults avoid it for incremental speed.\n8. **BuildReport lives next to bundles as a `.report` file** — YooAsset 2.3.18 writes it as `\u003CBuildOutputRoot>\u002F\u003CBuildTarget>\u002F\u003CPackageName>\u002F\u003CVersion>\u002F\u003CPackageName>_\u003CPackageVersion>.report`. Do not pass `BuildReport.json`, `\u003CPackageName>_\u003CPackageVersion>.json`, or `buildlogtep.json`: the `.json` file is the package manifest and `buildlogtep.json` is the Scriptable Build Pipeline trace log. `yooasset_list_report_bundles` reads the `.report` file standalone, so you can also point it at an archived copy.\n9. **Runtime validation may enter PlayMode.** `yooasset_runtime_validate_package` is intentionally async; poll the job result and use `yooasset_runtime_cleanup` if the editor is left in a state you do not want.\n10. **`yooasset_list_independ_assets` identifies 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.\n\n## Version Scope\n\n- **Target**: YooAsset `2.3.18` (published 2025-12-04). Source anchors use this version.\n- **Minimum**: `2.3.15` (enforced by the asmdef `versionDefines` entry). Earlier versions use an incompatible manifest format and pre-`FindAssetType` `IFilterRule` (would not compile against this Skill module).\n- **2.3.17** fixed a critical CRC validation bug; users on 2.3.15\u002F2.3.16 should upgrade before relying on `verifyBuildingResult=true`.\n- Runtime-side rules (PlayMode mapping, handle lifecycle, update flow, legacy-API migration) → [yooasset-design\u002FSKILL.md](..\u002Fyooasset-design\u002FSKILL.md).\n\n## Exact Signatures\n\nFor authoritative parameter names, defaults, and return fields, query `GET \u002Fskills\u002Fschema?category=YooAsset` or `unity_skills.get_skill_schema()`. This document is a routing \u002F best-practice guide, not the signature source.\n","# Unity YooAsset Skills\n\nEditor-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\u002Fruntime 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.\n\n> **Requires**: `com.tuyoogame.yooasset` **≥ 2.3.15**, Unity 2022.3+ (validated against 2.3.18).\n> **Strongly recommended**: before writing ANY YooAsset runtime code, load [yooasset-design](..\u002Fyooasset-design\u002FSKILL.md). PlayMode \u002F parameter-class \u002F handle-lifecycle pitfalls are strict, and only the advisory module surfaces them.\n\n## Guardrails\n\n**Operating Mode** (v1.9 three-tier):\n- **Approval** (default): query\u002Flist\u002Fread 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 \u002F Collector mutators \u002F scanner runs \u002F window-openers are FullAuto — on `MODE_RESTRICTED`, run the grant protocol.\n- **Auto** \u002F **Bypass**: SemiAuto and FullAuto run directly.\n- Auto-forbidden in this module:\n  - `MayEnterPlayMode = true` → `yooasset_runtime_validate_package`, `yooasset_runtime_cleanup`\n  - `SkillOperation.Delete` → `yooasset_remove_collector_package`, `yooasset_remove_collector_group`, `yooasset_remove_collector`\n  \n  Reachable only under Bypass mode or via a user-managed Allowlist entry; the grant flow returns `MODE_FORBIDDEN`. Note `yooasset_build_bundles` runs heavy disk I\u002FO but has no Reload\u002FPlayMode flag, so it stays grantable.\n- When `com.tuyoogame.yooasset` is missing, every skill except `yooasset_check_installed` returns a `NoYooAsset()` error with install instructions.\n\n**DO NOT** (common hallucinations):\n- `yooasset_initialize` \u002F `yooasset_load_asset` \u002F `yooasset_create_downloader` — do NOT exist as general-purpose REST skills. Runtime APIs (`YooAssets.Initialize`, default-package `YooAssets.LoadAssetAsync`, `ResourcePackage.LoadAssetAsync`, `RequestPackageVersionAsync`, `CreateResourceDownloader`) belong in game code. Use [yooasset-design](..\u002Fyooasset-design\u002FSKILL.md) when writing runtime code.\n- `yooasset_modify_group` \u002F `yooasset_delete_collector` \u002F `yooasset_open_scanner_window` — wrong names. Use the exact schema names below or query `GET \u002Fskills\u002Fschema?category=YooAsset`.\n- `yooasset_install` — NOT a skill. Package install is a Package Manager user action.\n- Do NOT pass `timeout` to `yooasset_build_bundles` — the property was removed in YooAsset 2.3.16. Runtime watchdog now lives on `CacheFileSystemParameters.DOWNLOAD_WATCH_DOG_TIME` (runtime concern, not a build parameter).\n- Do NOT call `yooasset_build_bundles` while `EditorUserBuildSettings.isBuildingPlayer == true` — `BuildParameters.CheckBuildParameters` throws.\n\n**Routing**:\n- Collector configuration (packages, groups, collectors, rules) → this module.\n- Actual bundle build + simulate + paths → this module.\n- Build report analysis (bundle size, asset list\u002Fdetail, dependency graph, report compare, orphan) → this module.\n- Runtime validation in Editor PlayMode → `yooasset_runtime_validate_package` + polling\u002Fcleanup skills in this module.\n- Runtime code generation\u002Fdesign (Initialize \u002F Load \u002F Download \u002F Scene in game scripts) → write it yourself using [yooasset-design](..\u002Fyooasset-design\u002FSKILL.md).\n- YooAsset companion windows and AssetArtScanner config\u002Fruns → this module.\n- Version-policy decisions (2.x vs pre-2.3.15 manifest, `FindAssetType` on `IFilterRule`) → [yooasset-design\u002FPITFALLS.md](..\u002Fyooasset-design\u002FPITFALLS.md).\n\n## Skills\n\n### Environment (1)\n| Skill | Purpose | Key Parameters |\n|-------|---------|----------------|\n| `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) |\n\n### Build pipeline (7)\n| Skill | Purpose | Key Parameters |\n|-------|---------|----------------|\n| `yooasset_build_bundles` | Build bundles via `ScriptableBuildPipeline` or `RawFileBuildPipeline`. Writes to `\u003CprojectPath>\u002FBundles\u002F\u003CPackageName>\u002F\u003CVersion>`. | `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` |\n| `yooasset_simulate_build` | Run `AssetBundleSimulateBuilder.SimulateBuild` for an `EditorSimulateMode` package — virtual bundles only, no files written. | `packageName` |\n| `yooasset_get_default_paths` | Return `BuildOutputRoot` + `StreamingAssetsRoot` that YooAsset uses. | (none) |\n| `yooasset_get_build_settings` | Read persisted YooAsset AssetBundle Builder EditorPrefs for a package\u002Fpipeline. | `packageName`, `pipeline?` |\n| `yooasset_set_build_settings` | Persist AssetBundle Builder EditorPrefs for repeatable build UI defaults. | `packageName`, `pipeline?`, `compression?`, `fileNameStyle?`, `buildinFileCopyOption?`, `buildinFileCopyParams?`, `encryptionServicesClassName?`, `manifestProcessServicesClassName?`, `manifestRestoreServicesClassName?`, `clearBuildCache?`, `useAssetDependencyDB?` |\n| `yooasset_open_builder_window` | Open the YooAsset `AssetBundle Builder` Editor window. | (none) |\n| `yooasset_open_collector_window` | Open the YooAsset `AssetBundle Collector` Editor window. | (none) |\n\n### YooAsset tools (8)\n| Skill | Purpose | Key Parameters |\n|-------|---------|----------------|\n| `yooasset_open_reporter_window` | Open the YooAsset AssetBundle Reporter window. | (none) |\n| `yooasset_open_debugger_window` | Open the YooAsset AssetBundle Debugger window. | (none) |\n| `yooasset_open_assetart_scanner_window` | Open the YooAsset AssetArt Scanner window. | (none) |\n| `yooasset_list_assetart_scanners` | List AssetArtScanner configurations, optionally filtered by keyword. | `keyword?` |\n| `yooasset_run_assetart_scanner` | Run one scanner and optionally save its report file. | `scannerGUID`, `saveDirectory?` |\n| `yooasset_run_all_assetart_scanners` | Run all scanners, optionally filtered by keyword. | `keyword?` |\n| `yooasset_import_assetart_scanner_config` | Import AssetArtScanner JSON config. | `configPath` |\n| `yooasset_export_assetart_scanner_config` | Export AssetArtScanner JSON config. | `configPath` |\n\n### Runtime validation (3)\n| Skill | Purpose | Key Parameters |\n|-------|---------|----------------|\n| `yooasset_runtime_validate_package` | Start an async PlayMode job that initializes `EditorSimulateMode`, sets default package, optionally validates one asset load\u002Frelease and downloader status, then optionally cleans up and returns to Edit Mode. | `packageName`, `assetLocation?`, `restoreEditMode=true`, `cleanup=true`, `checkDownloader=true`, `downloadingMaxNumber=4`, `failedTryAgain=1` |\n| `yooasset_runtime_get_validation_result` | Poll the runtime validation job status\u002Fresult. | `jobId` |\n| `yooasset_runtime_cleanup` | Remove completed validation jobs and optionally force `YooAssets.Destroy()` \u002F exit PlayMode. | `jobId?`, `forceYooAssetsDestroy=false`, `exitPlayMode=false` |\n\n### Collector configuration (13)\n| Skill | Purpose | Key Parameters |\n|-------|---------|----------------|\n| `yooasset_list_collector_packages` | List Packages → Groups → Collectors tree. `verbose=true` returns the full descent. | `verbose=false` |\n| `yooasset_list_collector_rules` | Return registered Active \u002F Address \u002F Pack \u002F Filter \u002F Ignore rule classes. | `ruleKind=\"all\"` (or `activeRule|addressRule|packRule|filterRule|ignoreRule`) |\n| `yooasset_create_collector_package` | Create a new Collector Package. Fails on duplicate unless `allowDuplicate=true`. | `packageName`, `allowDuplicate=false` |\n| `yooasset_create_collector_group` | Create a Group inside an existing Package. | `packageName`, `groupName`, `groupDesc=\"\"`, `activeRule=\"EnableGroup\"`, `assetTags=\"\"` |\n| `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=\"\"` |\n| `yooasset_save_collector_config` | Persist the `AssetBundleCollectorSetting.asset`. Optionally run `FixFile()` to repair dangling rule references. | `fixErrors=true` |\n| `yooasset_modify_collector_settings` | Modify global Collector settings. | `showPackageView=false`, `uniqueBundleName=false`, `save=true` |\n| `yooasset_modify_collector_package` | Rename\u002Fdescribe a package and set package-level options. | `packageName`, `packageDesc?`, `newPackageName?`, `enableAddressable=false`, `supportExtensionless=true`, `locationToLower=false`, `includeAssetGUID=false`, `autoCollectShaders=true`, `ignoreRule=\"NormalIgnoreRule\"`, `save=true` |\n| `yooasset_remove_collector_package` | Remove a Collector package by name. | `packageName`, `save=true` |\n| `yooasset_modify_collector_group` | Rename\u002Fdescribe a group and update active rule\u002Ftags. | `packageName`, `groupName`, `newGroupName?`, `groupDesc?`, `activeRule=\"EnableGroup\"`, `assetTags?`, `save=true` |\n| `yooasset_remove_collector_group` | Remove a group from a package. | `packageName`, `groupName`, `save=true` |\n| `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` |\n| `yooasset_remove_collector` | Remove a collector matched by `collectPath`. | `packageName`, `groupName`, `collectPath`, `save=true` |\n\n### Build report analysis (8)\n| Skill | Purpose | Key Parameters |\n|-------|---------|----------------|\n| `yooasset_load_build_report` | Deserialize a YooAsset BuildReport `.report` file and return `ReportSummary` metadata + top-level totals. | `reportPath` |\n| `yooasset_list_report_bundles` | Paginated \u002F filtered \u002F sorted bundle listing from the report. | `reportPath`, `filterEncrypted?`, `filterTag?`, `sortBy=\"size\"` (`size|name|refCount|dependCount`), `limit=100`, `offset=0` |\n| `yooasset_get_bundle_detail` | Full `ReportBundleInfo` for a single bundle — `DependBundles`, `ReferenceBundles`, asset `BundleContents`. | `reportPath`, `bundleName` |\n| `yooasset_list_report_assets` | Paginated \u002F filtered \u002F sorted asset listing from the report. | `reportPath`, `filterBundle?`, `filterTag?`, `search?`, `sortBy=\"path\"` (`path|size|bundle|dependCount`), `limit=100`, `offset=0` |\n| `yooasset_get_asset_detail` | Full `ReportAssetInfo` by asset path or address. | `reportPath`, `assetPath?`, `address?` |\n| `yooasset_get_dependency_graph` | Compact bundle\u002Fasset dependency graph for visualization or focused analysis. | `reportPath`, `rootBundle?`, `rootAssetPath?`, `maxNodes=200` |\n| `yooasset_compare_build_reports` | Compare two `.report` files for bundle\u002Fasset additions, removals, and size changes. | `oldReportPath`, `newReportPath`, `limit=100` |\n| `yooasset_list_independ_assets` | Assets not referenced by any main asset — cleanup candidates. | `reportPath`, `limit=100`, `offset=0` |\n\n## Quick Start\n\n```python\nimport unity_skills as u\n\n# 0. Probe installation (works even if package is missing)\nu.call_skill(\"yooasset_check_installed\")\n# -> { installed, packageVersion, availablePipelines: [...], editorAvailable, ... }\n\n# 1. Configure collectors (end-to-end)\nu.call_skill(\"yooasset_list_collector_rules\", ruleKind=\"all\")  # discover available rule class names\nu.call_skill(\"yooasset_create_collector_package\", packageName=\"DefaultPackage\")\nu.call_skill(\"yooasset_create_collector_group\",\n    packageName=\"DefaultPackage\", groupName=\"UI\", activeRule=\"EnableGroup\",\n    assetTags=\"ui\")\nu.call_skill(\"yooasset_add_collector\",\n    packageName=\"DefaultPackage\", groupName=\"UI\",\n    collectPath=\"Assets\u002FGameRes\u002FUI\",\n    collectorType=\"MainAssetCollector\",\n    addressRule=\"AddressByFileName\",\n    packRule=\"PackDirectory\",\n    filterRule=\"CollectAll\")\nu.call_skill(\"yooasset_modify_collector_package\",\n    packageName=\"DefaultPackage\",\n    enableAddressable=True,\n    supportExtensionless=True,\n    locationToLower=False)\nu.call_skill(\"yooasset_save_collector_config\", fixErrors=True)\n\n# 2. Simulate build (EditorSimulateMode) — fast, no file I\u002FO\nu.call_skill(\"yooasset_simulate_build\", packageName=\"DefaultPackage\")\n# -> { packageRootDirectory: \"...\u002FBundles\u002FDefaultPackage\u002FSimulate\" }\n\n# 3. Real build\nresult = u.call_skill(\"yooasset_build_bundles\",\n    packageName=\"DefaultPackage\",\n    packageVersion=\"1.0.0\",\n    pipeline=\"ScriptableBuildPipeline\",\n    compression=\"LZ4\",\n    fileNameStyle=\"HashName\",\n    verifyBuildingResult=True)\n\n# 4. Analyze the report\nimport os\nreport_path = os.path.join(\n    result[\"outputDirectory\"],\n    f\"{result['packageName']}_{result['packageVersion']}.report\")\nu.call_skill(\"yooasset_load_build_report\", reportPath=report_path)\nu.call_skill(\"yooasset_list_report_bundles\", reportPath=report_path, sortBy=\"size\", limit=20)\nu.call_skill(\"yooasset_list_report_assets\", reportPath=report_path, search=\"UI\", limit=20)\nu.call_skill(\"yooasset_get_dependency_graph\", reportPath=report_path, maxNodes=100)\nu.call_skill(\"yooasset_list_independ_assets\", reportPath=report_path)\n\n# 5. Optional PlayMode runtime validation\njob = u.call_skill(\"yooasset_runtime_validate_package\",\n    packageName=\"DefaultPackage\",\n    assetLocation=\"ui\u002Fexample\",\n    restoreEditMode=True,\n    cleanup=True)\nu.call_skill(\"yooasset_runtime_get_validation_result\", jobId=job[\"jobId\"])\n```\n\n## Critical Rules (must read)\n\n1. **`yooasset_check_installed` is the ONLY skill that works without `YOO_ASSET` compile define.** Every other skill returns `NoYooAsset()` — correct the environment (install or upgrade the package, then let Unity recompile) before retrying.\n2. **Pipeline ↔ Parameters pairing is enforced.** `yooasset_build_bundles pipeline=ScriptableBuildPipeline` uses `ScriptableBuildParameters`; `pipeline=RawFileBuildPipeline` uses `RawFileBuildParameters`. `EditorSimulateBuildPipeline` is rejected here — use `yooasset_simulate_build`. `BuiltinBuildPipeline` is legacy and explicitly rejected.\n3. **`packageVersion=\"auto\"` fills `DateTime.UtcNow.ToString(\"yyyyMMddHHmm\")`.** Pass a semver string when you want deterministic versioning.\n4. **`yooasset_add_collector` validates `collectPath`** via `AssetDatabase.LoadAssetAtPath`. Paths must be under `Assets\u002F...`; absolute or relative `..\u002F` paths will fail.\n5. **Rule names in Create Skills are CLASS names, not display names.** Use `yooasset_list_collector_rules` to discover valid values (e.g. `EnableGroup`, `AddressByFileName`, `PackDirectory`, `CollectAll`, `NormalIgnoreRule`).\n6. **Collector mutations can save immediately or be batched.** Create skills mark `IsDirty=true`; modify\u002Fremove skills expose `save=true`. For bulk edits, pass `save=false` and finish with `yooasset_save_collector_config`.\n7. **`yooasset_build_bundles` is NOT undo-tracked** (external file I\u002FO, not scene\u002Fasset state). `clearBuildCache=true` re-runs the full pipeline; defaults avoid it for incremental speed.\n8. **BuildReport lives next to bundles as a `.report` file** — YooAsset 2.3.18 writes it as `\u003CBuildOutputRoot>\u002F\u003CBuildTarget>\u002F\u003CPackageName>\u002F\u003CVersion>\u002F\u003CPackageName>_\u003CPackageVersion>.report`. Do not pass `BuildReport.json`, `\u003CPackageName>_\u003CPackageVersion>.json`, or `buildlogtep.json`: the `.json` file is the package manifest and `buildlogtep.json` is the Scriptable Build Pipeline trace log. `yooasset_list_report_bundles` reads the `.report` file standalone, so you can also point it at an archived copy.\n9. **Runtime validation may enter PlayMode.** `yooasset_runtime_validate_package` is intentionally async; poll the job result and use `yooasset_runtime_cleanup` if the editor is left in a state you do not want.\n10. **`yooasset_list_independ_assets` identifies 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.\n\n## Version Scope\n\n- **Target**: YooAsset `2.3.18` (published 2025-12-04). Source anchors use this version.\n- **Minimum**: `2.3.15` (enforced by the asmdef `versionDefines` entry). Earlier versions use an incompatible manifest format and pre-`FindAssetType` `IFilterRule` (would not compile against this Skill module).\n- **2.3.17** fixed a critical CRC validation bug; users on 2.3.15\u002F2.3.16 should upgrade before relying on `verifyBuildingResult=true`.\n- Runtime-side rules (PlayMode mapping, handle lifecycle, update flow, legacy-API migration) → [yooasset-design\u002FSKILL.md](..\u002Fyooasset-design\u002FSKILL.md).\n\n## Exact Signatures\n\nFor authoritative parameter names, defaults, and return fields, query `GET \u002Fskills\u002Fschema?category=YooAsset` or `unity_skills.get_skill_schema()`. This document is a routing \u002F best-practice guide, not the signature source.\n",{"name":5,"metadata":54,"use-when":58,"platforms":59,"description":7,"do-not-use-when":62,"task-categories":63},{"tier":55,"source":56,"version":57},2,"https:\u002F\u002Fgithub.com\u002FBesty0728\u002FUnity-Skills","1.9.2","Load when the task requires: YooAsset hot-update \u002F asset bundle automation. Build bundles via ScriptableBuildPipeline or RawFileBuildPipeline, run Editor simulate builds, manage AssetBundleCollector package\u002Fgroup\u002Fcollector settings, analyze BuildReport .report files at bundle\u002Fasset\u002Fdependency-graph level, run PlayMode runtime validation jobs, and open\u002Fuse YooAsset Reporter\u002FDebugger\u002FAssetArtScanner tools. Unity Editor must be running with the unity-skills REST server reachable at http:\u002F\u002Flocalhost:8090.",[60,61],"unity-editor","claude-code","Do not load when Unity Editor is not running locally. Do not load when unity-skills REST server is unreachable at http:\u002F\u002Flocalhost:8090.",[64,65,66],"asset-loading","yooasset","editor-automation","main","fe4746b9f07e6c7c2b6d3932002183af9b9f6fa2",".claude\u002Fskills\u002Funity-skills\u002Fskills\u002Fyooasset",0,"https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team","https:\u002F\u002Fgithub.com\u002FdyCuong03","Game developer","2026-07-25 22:22:25",{"source":8,"skillName":5,"commands":76,"prompt":86,"zipAvailable":87},[77,80,83],{"tool":78,"command":79},"npx","npx skills add dyCuong03\u002Funity-agent-team --skill unity-yooasset",{"tool":81,"command":82},"bunx","bunx skills add dyCuong03\u002Funity-agent-team --skill unity-yooasset",{"tool":84,"command":85},"pnpm","pnpm dlx skills add dyCuong03\u002Funity-agent-team --skill unity-yooasset","安装技能，技能地址：https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002F.claude\u002Fskills\u002Funity-skills\u002Fskills\u002Fyooasset\u002FSKILL.md",true,[],[90,114,137,160,179,200],{"skillNo":91,"name":92,"nameZh":6,"description":93,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":94,"categories":95,"keywords":96,"publishedAt":49},"01M6KH55FFS00ET877QSMRYGX4","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 \u002F SimulationSystemGroup \u002F PresentationSystemGroup \u002F FixedStepSimulationSystemGroup \u002F VariableRateSimulationSystemGroup, UpdateBefore \u002F UpdateAfter peer ordering, OrderFirst \u002F 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.","https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002Fworkspace\u002Fdots-program\u002Fscratch\u002Fwave-2-orchestrator-drafts\u002Fdots-update-groups\u002FSKILL.md",[],[48,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113],"dots update groups","boundary","simulation","how","system","choose","work","use","never","peer","deterministic","how to","coupling","ecs","bugs","frame","value",{"skillNo":115,"name":116,"nameZh":6,"description":117,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":118,"categories":119,"keywords":120,"publishedAt":49},"01M6KH50PWYEFQDCGYBZ0326F1","dots-transform-patterns","The Entities 1.x transform model — LocalTransform (writable input) vs LocalToWorld (system-owned matrix), Parent\u002FChild hierarchy, reparenting cost, uniform vs non-uniform scale (PostTransformMatrix), and when to opt out with custom transform systems. Use when designing parent\u002Fchild hierarchies, runtime reparenting (mount\u002Fdismount\u002Fsocket), or choosing transform components at the Baker boundary.","https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002Fworkspace\u002Fdots-program\u002Fscratch\u002Fwave-2-orchestrator-drafts\u002Fdots-transform-patterns\u002FSKILL.md",[],[121,122,123,124,98,101,125,126,104,127,128,129,130,131,132,133,32,134,135,136],"patterns","transform","dots transform patterns","components","mount","model","cost","runtime","systems","input","with","matrix","socket","child","custom","hierarchy",{"skillNo":138,"name":139,"nameZh":6,"description":140,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":141,"categories":142,"keywords":146,"publishedAt":49},"01M6KH4VW4MA14DQW4KQYPFT0S","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 \u002F GetSingletonRW \u002F HasSingleton \u002F 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.","https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002Fworkspace\u002Fdots-program\u002Fscratch\u002Fwave-2-orchestrator-drafts\u002Fdots-singleton-patterns\u002FSKILL.md",[143],{"categoryNo":144,"categoryName":145,"taxonomyType":26,"taxonomyTypeDesc":27},"01JBSEEDCAT000000000000037","律师与法务",[121,147,148,149,150,151,152,101,126,104,153,154,155,128,156,157,131,112,158,159],"singleton","dots singleton patterns","component","config","state","game","writer","time","shared","contract","as","ecb","gating",{"skillNo":161,"name":162,"nameZh":6,"description":163,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":164,"categories":165,"keywords":166,"publishedAt":49},"01M6KH4PR076AYNDZHD63HHWX6","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 \u002F 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\u002FUI must trigger ECS work.","https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002Fworkspace\u002Fdots-program\u002Fscratch\u002Fwave-2-orchestrator-drafts\u002Fdots-hybrid-bridge\u002FSKILL.md",[],[167,168,169,170,124,151,98,171,172,103,173,174,104,128,175,30,130,176,177,178],"bridge","hybrid","dots hybrid bridge","mesh","assets","Rules","read","view","trigger","material","for","managed",{"skillNo":180,"name":181,"nameZh":6,"description":182,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":183,"categories":184,"keywords":185,"publishedAt":49},"01M6KH4FGRQ9AP2ND5H5HX4D83","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 \u002F UnityEvent \u002F static bus anti-patterns. Use when input\u002FUI\u002Fnetwork 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.","https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002Fworkspace\u002Fdots-program\u002Fscratch\u002Fwave-2-orchestrator-drafts\u002Fdots-event-driven-ecs\u002FSKILL.md",[],[186,187,110,188,189,124,190,191,192,126,103,193,194,121,195,196,130,197,198,199],"event driven","driven","event","dots event driven ecs","change","ui","network","command","anti-patterns","pattern","structural","events","static","request",{"skillNo":201,"name":202,"nameZh":6,"description":203,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":204,"categories":205,"keywords":213,"publishedAt":49},"01M6KH4BWRGCEBJ8PKCKCSGT33","valid_skill","A complete, well-formed test fixture skill for SkillHub validation testing. Covers basic task routing and code review for Unity projects.","https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002Ftests\u002Ffixtures\u002Fvalid_skill\u002FSKILL.md",[206,209,212],{"categoryNo":207,"categoryName":208,"taxonomyType":21,"taxonomyTypeDesc":22},"01JBSEEDCAT000000000000007","代码审查",{"categoryNo":210,"categoryName":211,"taxonomyType":21,"taxonomyTypeDesc":22},"01JBSEEDCAT000000000000008","测试与质量",{"categoryNo":19,"categoryName":20,"taxonomyType":21,"taxonomyTypeDesc":22},[214,215,216,217,218,219,220,47,221,222,223,224,225,226,30,227,177],"valid skill","valid","code review","testing","review","test","routing","validation","projects","fixture skill","task","fixture","basic","complete"]