Agent skill

Unity Addressables

by Besty0728 in Besty0728/Unity-Skills

Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based)

MITAuto-check passedGame Development

Install Unity Addressables

skills CLI
$ npx skills add Besty0728/Unity-Skills --skill unity-addressables -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install Besty0728/Unity-Skills unity-addressables --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/Besty0728/Unity-Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/'SkillsForUnity/unity-skills~/skills/addressables' .claude/skills/unity-addressables && rm -rf skills-src

Use ~/.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/

Facts

Skill name
unity-addressables
GitHub stars
1.8k
Token cost
~3k tokens
SKILL.md length
1,413 words
Files
1
Skills in repo
82
Repo updated
First seen
Licence
MIT

At a glance

Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based)

  • Works in 2 steps: Package installed. Without it every… → Settings asset created. The package can…
  • Game Development work in your project
  • SKILL.md covers Triggers, Guardrails, Skills and Critical Rules (must read), plus 2 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Unity Addressables is an agent skill from Besty0728/Unity-Skills. Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based)

Its SKILL.md is about 3k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development. The repository describes itself as: AI automation skills specifically designed for Unity. The licence is MIT.

When your agent uses it

  • Game Development work in your project

Example prompts

  • “/unity-addressables”

Workflow steps

2 steps, taken from the first numbered list in SKILL.md.

  1. Package installed. Without it every skill except addressables_check_installed returns errorCode: "MISSING_PACKAGE" before running (the…
  2. Settings asset created. The package can be installed while AddressableAssetSettings does not yet exist. Every skill except…

What it can do on your machine

Read from SKILL.md and the folder at commit 12a40e4. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    Links to these hosts (documentation or services it may open):

    • docs.unity3d.com

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Unity Addressables loads about 3k tokens when it runs. Until then it costs about 32 tokens; SKILL.md has 1,413 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~32
When it runs · the whole SKILL.md, loaded when a task matches
~3k

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.

Safety

Auto-check passed

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.

SKILL.md

The full file from Besty0728/Unity-Skills at commit 12a40e4, republished under its MIT licence (© Besty0728). 1,413 words, ~3,003 tokens.

Download SKILL.mdSave it as .claude/skills/unity-addressables/SKILL.md (or your agent's skills folder).
name
unity-addressables
description
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based)

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.

Triggers

  • Checking whether Addressables is installed and configured
  • Creating Addressables groups and adding assets to them
  • Switching the active Addressables profile
  • Building Addressables content
  • 检查 Addressables 是否安装与配置、创建资源组并添加资源、切换激活 Profile、构建 Addressables 内容

Unity Addressables Skills

Editor-side automation for Addressables — group CRUD, asset entry assignment, profile switching, and the content build. This is the authoring surface (the AddressableAssetSettings asset); runtime loading code is not a skill.

This module holds zero direct references to the package. Every call resolves through reflection against the Unity.Addressables.Editor assembly, so the UnitySkills Editor assembly compiles identically whether or not Addressables is installed — there is no scripting define to set and no recompile needed after installing.

Requires: com.unity.addressables (API anchored to 2.x Editor source; the 1.22.x API surface used here is identical). Companion modules: addressables-design for the runtime loading contract and the 1.22.3 / 2.9.1 migration table, yooasset if the project ships hot updates through YooAsset instead, package to install the package.

Guardrails

Two independent preconditions. Failing either returns a structured error, not a permission denial:

  1. Package installed. Without it every skill except addressables_check_installed returns errorCode: "MISSING_PACKAGE" before running (the skills declare com.unity.addressables), with details.missingPackages and a package_install suggested fix.
  2. Settings asset created. The package can be installed while AddressableAssetSettings does not yet exist. Every skill except addressables_check_installed then returns errorCode: "TARGET_NOT_FOUND" telling you to create it from Window > Asset Management > Addressables > Groups. There is deliberately no skill for this step — only the Groups window (or a human) can create the settings singleton.

Always call addressables_check_installed first. It is the only skill that works in both failure states, and its installed / configured pair tells you which precondition is missing.

Operating Mode (v1.9 three-tier):

  • SemiAuto — addressables_check_installed, addressables_group_list, addressables_profile_get run directly in all three modes without a grant.
  • FullAuto — addressables_group_create, addressables_group_add_entry, addressables_profile_set, addressables_build need a user grant under Approval (grant triggers one server-side execute returning the result); under Auto / Bypass they run directly with audit only.
  • Auto-forbidden (NeverInSemi, SkillOperation.Delete) — addressables_group_delete returns MODE_FORBIDDEN under Approval and Auto. Only Bypass or a user-managed Allowlist entry can run it; never attempt a grant for it.

DO NOT (these skills do NOT exist — do not invent them):

  • addressables_group_remove_entry / addressables_entry_list / addressables_entry_set_address — there is no entry-removal, entry-listing or address-rename skill. addressables_group_list reports only entryCount per group. Move an entry with addressables_group_add_entry; to inspect or remove individual entries use the Addressables Groups window.
  • addressables_profile_create / addressables_profile_set_variable — profiles can be selected but not created or edited here.
  • addressables_group_set_schema / addressables_analyze / addressables_clean_build — group schema editing, the Analyze rules and cache cleaning are not exposed.
  • addressables_settings_create — see precondition 2; the settings asset cannot be created from a skill.

Routing:

  • Addressables group / entry / profile authoring and content build → this module.
  • Runtime Addressables.LoadAssetAsync handle lifecycle, AssetReference usage, catalog updates → addressables-design (documentation only; write the code yourself).
  • Installing com.unity.addressables → package_install in package.
  • Building the actual player → build_player (Project module) or unity-cli.

Skills

Environment (1)
addressables_check_installed

Probe for the package and the settings asset. The only skill that works without either. Call it first. Parameters: None Returns installed, configured, packageId, and a hint naming the next action. When installed it adds version (from PackageInfo.FindForAssembly) and settingsPath (null when configured is false).

Groups (4)
addressables_group_list

List every group in the settings asset. Parameters: None Returns count plus groups[], each entry carrying name, guid, isDefault, readOnly and entryCount. Use it to resolve a real group name before any group-scoped call.

addressables_group_create

Create a group with the standard BundledAssetGroupSchema + ContentUpdateGroupSchema pair. Not set as the default group and not read-only.

ParameterTypeRequiredDescription
groupNamestringYesDesired group name. Rejected when blank.

Returns groupName (the name that actually landed on disk), requestedName, renamed, guid, and a note when the two differ. See Critical Rule 1 — this skill renames on collision instead of failing.

addressables_group_add_entry

Add an asset to a group by asset path, optionally under a custom address.

ParameterTypeRequiredDescription
assetPathstringYesProject-relative path, e.g. Assets/Prefabs/Enemy.prefab. Resolved via AssetPathToGUID; a miss returns Asset not found.
groupNamestringYesTarget group. Matched case-insensitively; a miss returns Group not found with addressables_group_list as the suggested fix.
addressstringNoCustom address. Omit to keep the address Addressables assigns (the asset path for a new entry, the existing address for one being moved).

Returns assetPath, groupName, address (the final address read back off the entry) and guid.

addressables_group_delete

Remove a group from the settings asset. Auto-forbidden — Bypass or Allowlist only.

ParameterTypeRequiredDescription
groupNamestringYesMatched case-insensitively. The default group is refused (Cannot delete default group).

Returns groupName and deleted. The group's entries are dropped with it; the underlying assets are untouched.

Profiles (2)
addressables_profile_get

Read the active profile and the full profile list. Parameters: None Returns activeProfile (the resolved name, falling back to the id when the name cannot be resolved), activeProfileId, and profiles[] — the names accepted by addressables_profile_set.

Show full SKILL.md (569 more words)Show less
addressables_profile_set

Switch the active profile by name.

ParameterTypeRequiredDescription
profileNamestringYesMust be a name from addressables_profile_get. A miss returns Profile not found with addressables_profile_get as the suggested fix.

Returns activeProfile, profileId, and changed (false when that profile was already active).

Build (1)
addressables_build

AddressableAssetSettings.BuildPlayerContent() for the current build target. Long-running and blocking — see Critical Rule 3. Parameters: None Returns success, duration (seconds), and message. On a build failure it returns success: false with duration and the build system's error; on an exception it returns success: false with error and details.

Critical Rules (must read)

  1. addressables_group_create renames on collision — always use the returned groupName. Addressables dedupes by appending a counter (TestGroup → TestGroup1) rather than failing, so the name you asked for is not necessarily the name on disk. The response reports renamed: true, the actual groupName and your requestedName. Feeding requestedName into a follow-up addressables_group_add_entry or addressables_group_delete is the single most common failure in this module.
  2. addressables_group_add_entry moves, it does not copy. It calls CreateOrMoveEntry, so adding an asset that already belongs to another group relocates it. There is no skill to put one asset in two groups — Addressables does not allow it.
  3. addressables_build blocks the Editor main thread. UnitySkills runs every skill on the main thread through a single queue, so /health and /jobs stall for the whole build. Raise the client timeout well past the expected build time; a socket timeout does not cancel the build. It is not an AsyncJobService job, so there is no jobId to poll.
  4. Nothing in this module is workflow-undoable. Every mutating skill declares TracksWorkflow = false, so no pre-snapshot is taken and workflow_* undo cannot revert a created group, a moved entry, a profile switch or a build. Read the current state first (addressables_group_list / addressables_profile_get) if you need to restore it by hand.
  5. Group lookup is case-insensitive, collision-dedup is not. addressables_group_add_entry and addressables_group_delete match groupName with OrdinalIgnoreCase, so mygroup finds MyGroup. addressables_group_create compares the returned name ordinally, so renamed is exact-case. Do not rely on casing to keep two groups distinct.
  6. Every mutation writes the settings asset immediately. Each skill calls EditorUtility.SetDirty + AssetDatabase.SaveAssets, so changes hit AddressableAssetSettings on disk before the response returns — relevant if the file is under version control.
  7. configured: false is not an error state to retry. It means the settings asset does not exist yet. Retrying any other skill will keep returning TARGET_NOT_FOUND; a human must create it from the Groups window first.

Limitations

  • Authoring only. Group creation, entry assignment, profile selection and the content build. Entry enumeration/removal, address renaming, group schema fields, profile variables, labels, the Analyze rules and content-update (BuildContentUpdate / addressables_content.bin) are all outside the module — use the Addressables Groups window.
  • Build target is implicit. addressables_build builds for whatever EditorUserBuildSettings.activeBuildTarget currently is; there is no target parameter. Switch the target first if you need a different one.
  • Version drift is reported, not guessed. Reflection targets are anchored to the Addressables 2.x Editor source. When a member cannot be resolved the skill returns a named error (CreateGroup method not found on AddressableAssetSettings, Required Addressables group schema types were not found, …) instead of failing silently.
  • No batch skills. This module defines no *_batch variants; adding several assets means one addressables_group_add_entry call each.

Exact Signatures

For authoritative parameter names, defaults, and return fields, query GET /skills/schema?category=Addressables or unity_skills.get_skill_schema(). This document is a routing / best-practice guide, not the signature source.

© Besty0728, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in SkillsForUnity/unity-skills~/skills/addressables of Besty0728/Unity-Skills.

Open the folder on GitHubat commit 12a40e4

Compare with similar skills

Unity Addressables 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.

Unity Addressables compared with similar skills
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Web CloneJane-xiaoer/claude-skill-web-clone1k1 repos~2.7kAutomated safety check: PassMIT
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Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0

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Questions about Unity Addressables

What does Unity Addressables do?

Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based). Unity Addressables is an agent skill from Besty0728/Unity-Skills.

When should I use Unity Addressables?

Unity Addressables fits situations like: game Development work in your project.

How do I install Unity Addressables in Claude Code?

Run `npx skills add Besty0728/Unity-Skills --skill unity-addressables -a claude-code`. Or copy the skill folder (SkillsForUnity/unity-skills~/skills/addressables in Besty0728/Unity-Skills) into .claude/skills/unity-addressables in your project. Claude Code loads it when a task matches its description.

How do I install Unity Addressables in Codex?

Run `npx skills add Besty0728/Unity-Skills --skill unity-addressables -a codex`. Or copy the skill folder (SkillsForUnity/unity-skills~/skills/addressables in Besty0728/Unity-Skills) into .agents/skills/unity-addressables in your project. Codex loads it when a task matches its description.

Can I use Unity Addressables in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add Besty0728/Unity-Skills --skill unity-addressables -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-addressables, .gemini/skills/unity-addressables, .github/skills/unity-addressables and .opencode/skills/unity-addressables in your project.

What does Unity Addressables need to run?

SKILL.md names no scripts, command-line tools or credentials: Unity Addressables is instructions for the agent only.

Does Unity Addressables access the network?

SKILL.md names 1 domain. As links in the text: docs.unity3d.com. This is read from the text; nothing was executed.

Is Unity Addressables safe to install?

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.

What licence does Unity Addressables use?

Unity Addressables is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Unity Addressables use?

About 3k tokens (SKILL.md is roughly 12k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Unity Addressables?

Skills that share tags, products or a category with Unity Addressables: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.4k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Unity Addressables?

Besty0728 (a GitHub user) maintains it in Besty0728/Unity-Skills, which has 1,814 GitHub stars. The repository holds 82 skills in this directory. The repository was last updated on October 6, 2026.

Source: Besty0728/Unity-Skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.