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Source-anchored design rules for Unity Addressables across two versions — 1.22.3 on Unity 2022 and 2.9.1 on Unity 6 — covering initialization, async operation handles, asset/scene loading, catalog updates, content download, AssetReference, and version migration.
Passed 22 of 22 test cases with the skill, and 12 of 22 without it.
and 10 more in the full report
10 fixed12 passed either way0 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 10 test cases the skill fixed. Same model, same prompt, with and without the skill.
I am upgrading our project from Unity 2022 LTS to Unity 6, which updates Addressables to 2.9.1. Here is a C# manager script handling scene loading, catalog updates, and multi-key downloads. Please review this code and provide a refactored version along with a bulleted list explaining all breaking API updates, parameter type changes, and resource lifecycle adjustments needed for Unity 6 compatibility.
| Checked | Without skill | With skill |
|---|---|---|
| Identifies that autoCleanBundleCache is a parameter of UpdateCatalogs rather than CheckForCatalogUpdates. | Missed | Passed |
| Explains the addition of SceneReleaseMode in LoadSceneAsync for Addressables 2.9.1. | Missed | Passed |
| Identifies that multi-key asset operation signatures changed from IList<object> to IEnumerable in version 2.9.1. | Missed | Passed |
The instructions your model reads when the skill loads.
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.
Advisory module. Every rule is distilled from Unity Addressables source at two versions:
[email protected] (Unity 2022, min 2019.4)com.unity.addressables@8460f1c9c927 (Unity 6, min 2023.1)Each rule cites a concrete file/line so the reasoning is auditable and the AI does not improvise against stale memory.
Mode: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).
Load before writing or reviewing any of:
Addressables.InitializeAsync() / LoadContentCatalogAsync() bootstrap codeLoadAssetAsync<T> / LoadAssetsAsync<T> / InstantiateAsync and their handle releaseLoadSceneAsync / UnloadSceneAsync — especially with SceneReleaseMode (2.9.1)CheckForCatalogUpdates → UpdateCatalogs → CleanBundleCache patch flowGetDownloadSizeAsync / DownloadDependenciesAsync / ClearDependencyCacheAsyncAssetReference / AssetReferenceT<T> field declarations and load/releaseWaitForCompletion() or uses AsyncOperationHandle directly| Area | 1.22.3 (Unity 2022) | 2.9.1 (Unity 6) |
|---|---|---|
Non-Async variants (LoadAsset, Instantiate, LoadScene, etc.) | [Obsolete] — compile warning | Removed — compile error |
IList<object> multi-key overloads | Present | Replaced by IEnumerable |
SceneReleaseMode enum | Does not exist | New — controls bundle lifetime on scene unload |
LoadSceneAsync releaseMode param | Absent | SceneReleaseMode.ReleaseSceneWhenSceneUnloaded default |
test cases passed, vs 12 / 22 without
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