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Use for AI-assisted Unity work that needs live repo discovery, project-derived routing, runtime-owner proof, runtime-visible output hard stops, runtime numeric proof for repeated visible-output failures, state-step guards, multi-agent scope ownership, modular C#/asmdef safety, UI/scene/visual asset gates, data-first content changes, validation, cleanup proof, or durable workflow rules. Best when agents must prove the actual folder/module/scene/prefab/runtime owner before editing, especially runt
Passed 3 of 9 test cases with the skill, and 3 of 9 without it.
2 fixed5 passed either way15 still failing3 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 2 test cases the skill fixed. Same model, same prompt, with and without the skill.
Before making changes to our Unity project's health UI, what live project instruction files should be read narrow-first during the core loop?
| Checked | Without skill | With skill |
|---|---|---|
| Checks repository instructions, version control status, and existing structure maps before inspecting source code. | Missed | Passed |
The instructions your model reads when the skill loads.
AI contract for Unity work. Keep answers compact, but never remove exact paths, object/class names, commands, errors, validation, rollback notes, or proof requirements.
SKILL.md as authoritative; do not search for its own path unless missing or asked for diagnostics.AGENTS.md if present, git status --short, and existing UNITY_STRUCTURE.md plus only the focused map that matches the task when available. Read README.md, architecture docs, .agents/*, or repo-local agent files only when the task cites them, needs architecture/new-file/asmdef/routing decisions, or maps are missing/stale.git status --short; preserve unrelated dirty files.$unity-agent-workflows. Teach, run Teach..asmdef, scenes/prefabs, bootstraps, graphs, docs, UNITY_STRUCTURE*.Task Gate, then load required references before edits.Routing Card fields for structure, visible output, state flow, multi-agent, or hub changes.| Trigger | Required action |
|---|---|
| Runtime/visible bug | Prove owner chain before editing. |
| Runtime-visible output, target alignment, focus/highlight/marker/HUD, overlay, input blocker, modal dimming, duplicate names, hardcoded layout, "do not guess" | Runtime Visible Output Hard Stop. |
| Screenshot or visible UI text fix | Screenshot Text Owner Gate; search exact visible text/localization key and prove creator plus refresh writer before editing. |
| Visual/model/sprite/asset integration where feature name, source asset, factory, or visible surface may disagree | Visible Object Identity Lock, Multi-Surface Visible Behavior Lock, and Single-Agent Anti-Anchoring Guard before editing. |
| Same visible behavior requested across multiple scenes/surfaces, or words like "also", "after transition", "menu and gameplay", "preview and runtime", "scene A and scene B" | Multi-Surface Visible Behavior Lock; prove each surface owner, active caller, asset/factory dependency, and fallback behavior before editing any surface. |
| Shared factory/helper/style/global method candidate for a scoped visible surface | Shared Caller Blast Radius Gate: prove allowed runtime caller(s), all other callers, and whether the patch is surface-local before editing. |
| Overlay/dim source-bound mistakes | Prove source target bounds; overlay/dim/mask/blocker rects are destination output unless explicit marker proof exists. |
| Repeated visible-output mismatch after patch | Runtime numeric proof before another coordinate/layout/fallback patch. |
| Multi-agent visible-output or state work | Sub-agent decision and permission gate first; main-agent scope lock before workers patch; checker must review. |
| New/moved files, expanded C# responsibility, asmdef/module routing, hub deflation | Project-derived routing, no fixed structure, hub stop gate. |
| UI, screenshot, HUD, menu, safe area, TMP, spotlight, item-based UI assembly, picked UI parts, UI slices, extracted UI parts, textless UI sprites, design manifests | UI workflow plus runtime-owner proof, extracted item assembly proof, and validation. |
| Visual source asset | Source asset/generator gate before Unity integration code. |
| Content, progression, economy, levels, objectives, gameplay tuning | Data-first content workflow. |
| Tutorial, onboarding, objective, unlock, selection, action, navigation, state transition, guided selection/action flows | State-step guards. |
| Compile/runtime doubt, stale Bee/Roslyn response files, Play Mode proof | Validation workflow. |
| Cleanup/deletion/generated files/git hygiene | Cleanup proof. |
| Rule/session mining/workflow update | Patch only the owning artifact. |
test cases passed, vs 3 / 9 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.