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Automate HybridCLR C# hot-update prebuild in the Unity Editor — read and write HybridCLRSettings, probe the il2cpp_plus install, compile hot-update DLLs, run the Generate/All pipeline or a single generation step, inspect AOTGenericReferences, and stage compiled DLLs into a YooAsset collector directory.
Passed 19 of 20 test cases with the skill, and 5 of 20 without it.
and 16 more in the full report
14 fixed5 passed either way1 still failing0 broke2 errored
Tokens, turns and time describe resource use, not a dollar price.
One of 14 test cases the skill fixed. Same model, same prompt, with and without the skill.
When inspecting project settings, I noticed the C# source code in HybridCLR has a property named externalHotUpdateAssembliyDirs with a spelling mistake. What parameter name should I supply when calling hybridclr_settings_set?
| Checked | Without skill | With skill |
|---|---|---|
| Specifies using the corrected parameter name externalHotUpdateAssemblyDirs. | Missed | Passed |
The instructions your model reads when the skill loads.
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Editor-side automation for HybridCLR — the zero-cost native C# hot-update solution for IL2CPP. Covers settings CRUD, installation probing, hot-update assembly compilation, the prebuild generation pipeline, and artifact staging for a YooAsset bundle build.
This module holds zero direct references to the package. Every call resolves through reflection against the HybridCLR.Editor assembly, so the UnitySkills Editor assembly compiles identically whether or not HybridCLR is installed — there is no scripting define to set and no recompile needed after installing.
Requires:
com.code-philosophy.hybridclr(API anchored to 8.12.0), IL2CPP scripting backend, Unity 2019.4+ (2022.3+ recommended). Companion modules: yooasset for shipping the compiled DLLs as bundles, yooasset-design for the runtime loading contract, asmdef for assembly-boundary design.
Operating Mode (v1.9 three-tier):
hybridclr_status, hybridclr_install_status, hybridclr_get_paths, hybridclr_settings_get, hybridclr_validate_setup, hybridclr_get_hotupdate_dlls, hybridclr_aot_generic_refs — are SemiAuto and run directly. hybridclr_settings_set and hybridclr_copy_hotupdate_dlls are FullAuto: on MODE_RESTRICTED, run the grant protocol.RiskLevel="high"): hybridclr_compile_dlls, hybridclr_generate_all, hybridclr_generate_step. Reachable only under Bypass mode or via a user-managed Allowlist entry; the grant flow returns MODE_FORBIDDEN. This is deliberate — all three block the Editor main thread for minutes.hybridclr_status returns a MISSING_PACKAGE error with install instructions. When the package is present but a reflected member cannot be resolved (version drift), the skill returns MISSING_PACKAGE naming the exact member instead of throwing.DO NOT (common hallucinations):
hybridclr_install / hybridclr_init — do NOT exist. Installing il2cpp_plus clones two git repos and copies the entire editor il2cpp tree; it is a multi-minute network operation with no cancellation and is intentionally not a skill. Run it from HybridCLR/Installer... in the Editor, or via unity-cli (see Limitations). hybridclr_install_status only reports the state.hybridclr_build_player — NOT in this module. Building the player is build_player (Project module) or unity-cli. HybridCLR hooks the build via its own IPreprocessBuildWithReport processors; nothing extra is needed from this module.hybridclr_load_metadata / hybridclr_load_assembly — runtime APIs (HybridCLR.RuntimeApi.LoadMetadataForAOTAssembly, System.Reflection.Assembly.Load) belong in game code, not the Editor REST surface. Write them yourself.hybridclr_generate_all before every bundle rebuild — see the workflow section below. It is a pre-player-build step, not a per-hot-update step.extension=".dll" to hybridclr_copy_hotupdate_dlls. Unity would treat the staged files as managed plugins and try to load them into the Editor domain; the skill rejects it.Routing:
YooAssets.LoadAssetAsync → Assembly.Load → RuntimeApi.LoadMetadataForAOTAssembly) → write it yourself using yooasset-design.build_player or unity-cli.test cases passed, vs 5 / 20 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.