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Index of all Unity Skills modules — functional (REST) modules and advisory (design) modules. Browse available modules, check operating-mode requirements (Approval/Auto/Bypass), and pick the right module for a task.
Passed 23 of 23 test cases with the skill, and 3 of 23 without it.
and 27 more in the full report
20 fixed3 passed either way0 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 20 test cases the skill fixed. Same model, same prompt, with and without the skill.
To enqueue asynchronous background jobs across Unity objects, a script attempts to invoke endpoints starting with job_create and job_status. Which module handles these job_* invocations in the schema?
| Checked | Without skill | With skill |
|---|---|---|
| maps job_* skills to the batch module | Missed | Passed |
The instructions your model reads when the skill loads.
Module docs. Start with ../SKILL.md for mode switching and schema-first rules.
Multi-instance: For version-specific projects, call
unity_skills.set_unity_version(...)first. Schema-first: Exact signatures come from the root quick reference, fromGET /skills/recommend?intent=<words>&includeSchema=true&topN=3&wire=v2(unity_skills.find_skills(intent, top_n=3, include_schema=True, wire="v2")), or fromGET /skills/schema?names=a,b&wire=v2when the name is known; the fullGET /skills/schema(unity_skills.get_skill_schema()) is ~707 KB. Load module docs for workflow guidance and guardrails. Split modules:gameobject,component,batchandscriptkeep their shared rules and skill list inSKILL.mdand each skill's parameter table, item fields and return shape inreference/<skill_name>.md(one small file per skill), rarely needed once the schema's parameter notes are in hand.
Mode legend (v1.9.0+, caller-facing — describes what the caller can do, not the C# attribute):
SA— module skills mostly run directly in all three modes (Approval / Auto / Bypass) without a grant.FA— module skills mostly require user grant under Approval (single-shot one-step execution); under Auto / Bypass they run directly with audit only.Mixed— module is split between SA and FA; check per-skillmodebefore calling (GET /skills?full=1, or the scopedGET /skills/schema?category=<Category>— bareGET /skillsis the brief directory and carries nomode).- Suffix
*— module contains auto-forbidden skills (Delete / Play Mode / Domain Reload / high-risk). These returnMODE_FORBIDDENunder Approval and Auto; only Bypass runs them, or the user can permanently allow them via the Allowlist. Never attempt grant for them.Labels are guidance only; the per-skill
modefield (GET /skills?full=1/GET /skills/schema?category=<Category>) is authoritative.
| Module | Mode | Description | Batch Support |
|---|---|---|---|
| gameobject | FA* | Object create/move/parent | Yes |
| component | Mixed* | Component add/remove/configure | Yes |
| material | FA | Material property edits | Yes |
| light | FA | Light create/configure | Yes |
| prefab | FA | Prefab create/apply/spawn | Yes |
| asset | SA* | Asset refresh/find/info | Yes |
| batch | SA | Batch and async jobs | Built-in |
| ui | FA | UGUI Canvas/UI creation | Yes |
| uitoolkit | Mixed* | UXML/USS/UIDocument | No |
| script | SA* | Script create/read/update | Yes |
| scene | SA* | Scene load/save/query | No |
| editor | SA* | Play/select/undo/redo/change journal | No |
| animator | FA | Animator controllers | No |
| shader | Mixed* | Shader create/list | No |
test cases passed, vs 3 / 23 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.