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Last-resort guidance for safely hand-editing Unity serialized YAML (.unity/.prefab/.asset/.meta/ProjectSettings) — reference/fileID repair, GUID safety, and merge-conflict fixes.
Passed 20 of 22 test cases with the skill, and 14 of 22 without it.
and 3 more in the full report
6 fixed14 passed either way2 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 6 test cases the skill fixed. Same model, same prompt, with and without the skill.
When re-pointing an `m_Script` reference in a scene file to point to 'HealthSystem.cs', from which specific file should the correct 32-character hex GUID be read?
| Checked | Without skill | With skill |
|---|---|---|
| Read the GUID from HealthSystem.cs.meta. | 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. This is operational guidance for directly editing Unity serialized YAML text when the REST skills (and the Editor itself) cannot do the job. Hand-editing YAML is the last resort, not a shortcut.
Mode: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).
Prefer REST first. For normal object/asset work, use the REST skills — they keep serialization valid for you:
gameobject_*prefab_*scriptableobject_*scene_*importer_*graphics_*Only hand-edit YAML when REST cannot reach, i.e. one of:
.meta; GUID and importer fields live only in text.ProjectSettings/*.asset fields have no public API or REST surface..unity / .prefab.If none of these apply, stop and use REST. Do not hand-edit YAML for convenience.
--- !u!<classID> &<fileID>. <classID> is the Unity type id (e.g. 1 = GameObject, 4 = Transform, 114 = MonoBehaviour). <fileID> is the object's anchor, unique within this file..meta. Identifies the whole asset (a script, prefab, texture, ...).test cases passed, vs 14 / 22 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.