Fantasy Framework Development Guide
qq362946/Fantasy
Development and review guide for the Fantasy C# distributed game server framework: ECS, FTask, routing, service discovery, config and databases.
Manage Unity assets and import metadata with unity-cli. An agent skill from akiojin/unity-cli.
$ npx skills add akiojin/unity-cli --skill unity-asset-management -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install akiojin/unity-cli unity-asset-management --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/akiojin/unity-cli.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude-plugin/plugins/unity-cli/skills/unity-asset-management .claude/skills/unity-asset-management && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "unity-asset-management" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-asset-management into .claude/skills/unity-asset-management/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-asset-management", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-asset-managementType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add akiojin/unity-cli --skill unity-asset-management -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install akiojin/unity-cli unity-asset-management --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/akiojin/unity-cli.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude-plugin/plugins/unity-cli/skills/unity-asset-management .agents/skills/unity-asset-management && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "unity-asset-management" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-asset-management into .agents/skills/unity-asset-management/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-asset-management", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add akiojin/unity-cli --skill unity-asset-management -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install akiojin/unity-cli unity-asset-management --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/akiojin/unity-cli.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude-plugin/plugins/unity-cli/skills/unity-asset-management .cursor/skills/unity-asset-management && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "unity-asset-management" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-asset-management into .cursor/skills/unity-asset-management/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-asset-management", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/akiojin/unity-cli.git --path .claude-plugin/plugins/unity-cli/skills/unity-asset-management--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add akiojin/unity-cli --skill unity-asset-management -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install akiojin/unity-cli unity-asset-management --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/akiojin/unity-cli.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude-plugin/plugins/unity-cli/skills/unity-asset-management .gemini/skills/unity-asset-management && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "unity-asset-management" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-asset-management into .gemini/skills/unity-asset-management/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-asset-management", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install akiojin/unity-cli unity-asset-managementInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add akiojin/unity-cli --skill unity-asset-management -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/akiojin/unity-cli.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude-plugin/plugins/unity-cli/skills/unity-asset-management .github/skills/unity-asset-management && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "unity-asset-management" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-asset-management into .github/skills/unity-asset-management/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-asset-management", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add akiojin/unity-cli --skill unity-asset-management -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install akiojin/unity-cli unity-asset-management --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/akiojin/unity-cli.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude-plugin/plugins/unity-cli/skills/unity-asset-management .opencode/skills/unity-asset-management && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "unity-asset-management" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-asset-management into .opencode/skills/unity-asset-management/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-asset-management", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
unity-asset-managementManage Unity assets and import metadata with unity-cli. An agent skill from akiojin/unity-cli.
Unity Asset Management is an agent skill from akiojin/unity-cli. Manage Unity assets and import metadata with unity-cli. Use when the user asks to inspect or edit Timeline tracks/clips/bindings, create materials, animation clips or sprite atlases, refresh assets, update imports, or analyze dependencies. Do not use for Addressables builds; use unity-addressables. For Player builds or scene baking, use unity-editor-tools. For scene object edits, use unity-gameobject-edit. For URP pipeline and Volume setup use unity-urp-setup.
Its SKILL.md is about 1.8k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/asset-safety.md` and `references/runtime-checklist.md`).
It sits in Game Development. It works with Unity. The repository describes itself as: Rust CLI for Unity Editor automation over Unity TCP protocol. The licence is MIT.
5 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 7f45d7a. It shows what the files ask for, not the result of running them.
Pre-approves these tools, so the agent can use them without asking each time:
Bash(unity-cli:*)ReadGrepGlobFrom allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are bash).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Unity Asset Management loads about 1.8k tokens when it runs, and up to ~2.2k if it reads all its reference files. Until then it costs about 124 tokens; SKILL.md has 606 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from akiojin/unity-cli at commit 7f45d7a, republished under its MIT licence (© akiojin). 606 words, ~1,814 tokens.
.claude/skills/unity-asset-management/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.With --output json, results use {success, command, data, errors, warnings}. Check the exit status and envelope success first; tool-result fields in this skill are relative to data. Read failure codes from errors[0].code; see unity-cli-usage for exit-code recovery.
Manage the Unity Asset Database, materials, animation clips, sprite atlases, import settings, and asset dependency analysis. This skill is the file/asset complement to unity-addressables (which handles groups and content builds).
Configure AudioClip import, AudioMixer routing and AudioSource playback as one
verified workflow: use unity-audio-setup.
Configure Locale/String Table assets and verify localized UI text: unity-localization.
Build and verify a complete sprite / Tilemap / Pixel Perfect workflow: unity-2d-sprite-tilemap.
Build a complete UXML/USS UI Toolkit screen and verify its interactions: use unity-ui-toolkit-build.
The task is Addressables groups or content builds; use unity-addressables.
The request is about scene-instance edits; use unity-gameobject-edit.
The work happens inside prefab edit mode; use unity-prefab-workflow.
.unity, .prefab, or .asset YAML. Use bridge tools so Unity maintains object references, prefab overrides, and its in-memory state consistently.Run unity-cli system ping for the target project before mutations (use --project-path <project> with multiple Editors). If it fails, follow Connection Recovery before continuing.
Inspect the target asset with manage_asset_database using {"action":"get_asset_info","assetPath":"..."} before changing it.
Run analyze_asset_dependencies before deleting, moving, or changing shared assets.
Apply import or material changes with the narrowest possible payload.
Call refresh_assets after any out-of-editor file change.
unity-cli raw manage_asset_database --json '{"action":"get_asset_info","assetPath":"Assets/Textures/hero.png"}'
unity-cli raw manage_asset_database --json '{"action":"refresh"}'
unity-cli raw create_material --json '{"materialPath":"Assets/Materials/HeroMat.mat","shader":"Standard"}'
unity-cli raw create_animation_clip --json '{"clipPath":"Assets/Animations/Hero.anim","spritePaths":["Assets/Sprites/Hero/idle_0.png"],"frameRate":12,"loopTime":true}'
unity-cli raw get_animation_curves --json '{"clipPath":"Assets/Animations/Move.anim"}'
unity-cli raw edit_animation_curve --json '{"clipPath":"Assets/Animations/Move.anim","animationRoot":12345,"binding":{"path":"","component":"UnityEngine.Transform","property":"localPosition.x"},"operation":"set","createIfMissing":true,"keys":[{"time":0,"value":0},{"time":1,"value":2}]}'
unity-cli raw analyze_asset_dependencies --json '{"action":"get_dependencies","assetPath":"Assets/Prefabs/Player.prefab","recursive":true}'For numeric curves, replace 12345 with the actual animation root GameObject instance ID from scene inspection. path is relative to that root; component is fully qualified and property is the serialized binding name (Transform localPosition.x aliases m_LocalPosition.x). Only writable standalone Assets/*.anim clips are editable, outside Play Mode. Use set to replace one curve, upsert_keys to add/update exact times, remove_keys with times, or remove_curve. Other bindings remain intact. New keys default to Linear; omitted tangent settings on existing keys are retained. Use leftTangentMode/rightTangentMode and finite inTangent/outTangent for Free tangents. Inspect with get_animation_curves after editing; object-reference bindings are listed separately and cannot be numerically edited.
Requires Timeline installed, Edit Mode, and an existing writable parent folder. Use a new asset path for creation, then inspect before subsequent edits.
unity-cli raw manage_timeline --json '{"action":"create_asset","assetPath":"Assets/Timelines/Intro.playable"}'
unity-cli raw manage_timeline --json '{"action":"create_track","assetPath":"Assets/Timelines/Intro.playable","trackName":"Movement","trackType":"AnimationTrack"}'
unity-cli raw get_timeline --json '{"assetPath":"Assets/Timelines/Intro.playable"}'Use inspected stable trackId values (GUID:localID), not track names. Only top-level
AnimationTrack editing is supported. For add_clip, supply animationClipPath,
start, and positive duration; re-inspect before update_clip/remove_clip and
include clipIndex plus expectedClip from that snapshot. To bind or evaluate a
PlayableDirector, use full hierarchy paths for directorPath/animatorPath.
Inspect unity-cli tool schema manage_timeline for action-specific required fields.
Assets/Textures/hero.png."Player.prefab before moving it."© akiojin, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 2 other files (references) in .claude-plugin/plugins/unity-cli/skills/unity-asset-management of akiojin/unity-cli.
Open the folder on GitHubat commit 7f45d7a
Unity Asset Management next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Unity Asset Management this skillakiojin/unity-cli | 107 | — | ~1.8k | Automated safety check: Pass | MIT | |
| Fantasy Framework Development Guideqq362946/Fantasy | 1.4k | — | ~5.8k | Automated safety check: Pass | Custom licence | |
| Locus Unity BridgeMisaka-Mikoto-Tech/agent-skills | 278 | — | ~4k | Automated safety check: Pass | MIT | |
| AibridgeFlameskyDexive/Legends-Of-Heroes | 929 | — | ~2.1k | Automated safety check: Pass | MIT | |
| Unity SkillsBesty0728/Unity-Skills | 1.8k | — | ~2k | Automated safety check: Pass | MIT | |
| Uloop Control Play ModeCyberAgentGameEntertainment/NovaShader | 1.6k | 1 repos | ~1.3k | Automated safety check: Pass | MIT |
qq362946/Fantasy
Development and review guide for the Fantasy C# distributed game server framework: ECS, FTask, routing, service discovery, config and databases.
Misaka-Mikoto-Tech/agent-skills
A skill your agent uses when an agent needs to inspect or control a real Unity Editor through Locus, especially when Unity MCP is unavailable, named-pipe discovery is needed, C must be executed, or…
FlameskyDexive/Legends-Of-Heroes
Unity Editor and Player Runtime CLI integration for AIBridge.
Besty0728/Unity-Skills
Automate the Unity Editor through a local REST API — scripts, scenes, prefabs, assets, materials, lighting, tests and hundreds of other Editor operations.
CyberAgentGameEntertainment/NovaShader
Control Unity Editor Play Mode. An agent skill from CyberAgentGameEntertainment/NovaShader.
TomLeeLive/openclaw-unity-plugin
Control Unity Editor via OpenClaw Unity Plugin. An agent skill from TomLeeLive/openclaw-unity-plugin.
akiojin/unity-cli
Create or update GitHub Pull Requests with the gh CLI, including deciding whether to create a new PR or only push based on existing PR merge status.
akiojin/unity-cli
Sync the gh- automation skills from the upstream skills repository into Codex and project skill directories.
akiojin/unity-cli
Build and verify a 2D sprite and Tilemap scene with unity-cli.
akiojin/unity-cli
Manage Unity Addressables groups and content with unity-cli.
akiojin/unity-cli
Configure Unity audio with unity-cli. An agent skill from akiojin/unity-cli.
akiojin/unity-cli
Implement, fix, and refactor Unity C code with unity-cli write tools.
Works with
Categories
Manage Unity assets and import metadata with unity-cli. An agent skill from akiojin/unity-cli. Unity Asset Management is an agent skill from akiojin/unity-cli. Manage Unity assets and import metadata with unity-cli.
Unity Asset Management fits situations like: the user asks to inspect; edit Timeline tracks/clips/bindings; create materials; animation clips.
Run `npx skills add akiojin/unity-cli --skill unity-asset-management -a claude-code`. Or copy the skill folder (.claude-plugin/plugins/unity-cli/skills/unity-asset-management in akiojin/unity-cli) into .claude/skills/unity-asset-management in your project. Claude Code loads it when a task matches its description.
Run `npx skills add akiojin/unity-cli --skill unity-asset-management -a codex`. Or copy the skill folder (.claude-plugin/plugins/unity-cli/skills/unity-asset-management in akiojin/unity-cli) into .agents/skills/unity-asset-management in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add akiojin/unity-cli --skill unity-asset-management -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/unity-asset-management, .gemini/skills/unity-asset-management, .github/skills/unity-asset-management and .opencode/skills/unity-asset-management in your project.
SKILL.md names no scripts, command-line tools or credentials: Unity Asset Management is instructions for the agent only. Its frontmatter pre-approves these tools: Bash(unity-cli:*), Read, Grep, Glob.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Unity Asset Management is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.8k tokens (SKILL.md is roughly 7.3k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 434 tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Unity Asset Management: Fantasy Framework Development Guide (qq362946/Fantasy, 1.4k stars), Locus Unity Bridge (Misaka-Mikoto-Tech/agent-skills, 278 stars), Aibridge (FlameskyDexive/Legends-Of-Heroes, 929 stars) and Unity Skills (Besty0728/Unity-Skills, 1.8k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
akiojin (a GitHub user) maintains it in akiojin/unity-cli, which has 107 GitHub stars. The repository holds 28 skills in this directory. The repository was last updated on October 5, 2026.
Source: akiojin/unity-cli on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.