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Source-anchored design rules for YooAsset v2.3.18 — initialization, default-package shortcuts, play modes, asset handles, loading, updates, filesystem, build, and pitfalls.
Passed 20 of 21 test cases with the skill, and 8 of 21 without it.
and 16 more in the full report
14 fixed7 passed either way0 still failing1 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 13 test cases the skill fixed. Same model, same prompt, with and without the skill.
Which file system parameter constant was introduced in 2.3.18 to define the root location for unpacked files?
| Checked | Without skill | With skill |
|---|---|---|
| The answer names UNPACK_FILE_SYSTEM_ROOT as the parameter constant introduced in 2.3.18 | Missed | Passed |
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Advisory module. Every rule is distilled from YooAsset v2.3.18 (2025-12-04) source at Assets/YooAsset/. 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:
YooAssets.Initialize() / CreatePackage() / Destroy() bootstrap codeYooAssets.SetDefaultPackage(...), YooAssets.LoadAssetAsync(...), YooAssets.CreateResourceDownloader(...)ResourcePackage.InitializeAsync(...) with any of the 5 EPlayMode variantsLoadAssetSync/Async, LoadSubAssetsAsync, LoadAllAssetsAsync, LoadRawFileAsync, LoadSceneAsync and their matching Handle usage / releaseRequestPackageVersionAsync → UpdatePackageManifestAsync → CreateResourceDownloader → BeginDownloadFileSystemParameters construction (Buildin / Cache / Editor / WebServer / WebRemote / custom)IDecryptionServices / IRemoteServices / IWebDecryptionServices implementationsAssetBundleBuilder.Run(...) and AssetBundleCollector configurationEOperationStatus / EFileClearMode / PackageDetails| # | Rule | Source anchor |
|---|---|---|
| 1 | Call YooAssets.Initialize() before any CreatePackage() and keep it as a process-level singleton. A second call only logs a warning and returns, but normal architecture should gate it with YooAssets.Initialized. The call creates a [{nameof(YooAssets)}] driver GameObject via DontDestroyOnLoad to pump OperationSystem.Update(). Do not Destroy this driver yourself. | Runtime/YooAssets.cs:38-64 |
| 2 | ResourcePackage.InitializeAsync(...) has no separate EPlayMode argument: it infers play mode from the concrete InitializeParameters subclass. The five built-in subclasses map 1:1 to the five modes; an unknown subclass throws NotImplementedException, while a recognized but semantically wrong subclass wires the wrong file-system topology and fails later. | Runtime/ResourcePackage/ResourcePackage.cs:107-135, 170-181, Runtime/InitializeParameters.cs:8-110 |
| 3 | EditorSimulateMode works only when UNITY_EDITOR is defined; WebPlayMode works only when UNITY_WEBGL is defined (and every other mode is rejected on WebGL). | Runtime/ResourcePackage/ResourcePackage.cs:160-197 |
| 4 | Every AssetHandle / SubAssetsHandle / AllAssetsHandle / RawFileHandle / SceneHandle must be released via Release() or Dispose(). Without release, bundles never unload even with AutoUnloadBundleWhenUnused = true. | Runtime/ResourceManager/Handle/HandleBase.cs:21-40, Runtime/InitializeParameters.cs:48-49 |
| 5 | LoadAssetSync/Async performs a DEBUG-only type guard that rejects any Type derived from UnityEngine.Behaviour and any type not derived from UnityEngine.Object. Treat the restriction as architectural even though the guard is compiled out of non-DEBUG builds. | Runtime/ResourcePackage/ResourcePackage.cs:1172-1187 |
| 6 | YooAsset 2.3.18 includes default-package static shortcuts on YooAssets (SetDefaultPackage, Load*, CreateResourceDownloader, etc.). They are valid API, but architecture should prefer explicit ResourcePackage references in multi-package or library code. | Runtime/YooAssetsExtension.cs:16, 217-295, 479-506 |
test cases passed, vs 8 / 21 without
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