Agent skill

Unity Addressables Design

by Besty0728 in Besty0728/Unity-Skills

Source-anchored design rules for Unity Addressables 1.22.3/2.9.1

MITAuto-check passedGame Development

Install Unity Addressables Design

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

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

GitHub CLI
$ gh skill install Besty0728/Unity-Skills unity-addressables-design --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-design' .claude/skills/unity-addressables-design && 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-design
GitHub stars
1.8k
Token cost
~2.7k tokens
SKILL.md length
894 words
Files
9
Skills in repo
82
Repo updated
First seen
Licence
MIT

At a glance

Source-anchored design rules for Unity Addressables 1.22.3/2.9.1

  • Game Development work in your project
  • SKILL.md covers Triggers, When to Load This Module, Version Difference Matrix and Critical Rule Summary, plus 4 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Unity Addressables Design is an agent skill from Besty0728/Unity-Skills. Source-anchored design rules for Unity Addressables 1.22.3/2.9.1

Its SKILL.md is about 2.7k tokens, which your agent loads only when the skill is triggered. The skill folder holds 8 other files (for example `ASSETREF.md`, `DOWNLOAD.md` and `HANDLES.md`).

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-design”

What it can do on your machine

Read from SKILL.md and the folder at commit ec8aa7c. 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

    No URLs in SKILL.md.

    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 Design loads about 2.7k tokens when it runs. Until then it costs about 23 tokens; SKILL.md has 894 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~23
When it runs · the whole SKILL.md, loaded when a task matches
~2.7k

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 ec8aa7c, republished under its MIT licence (© Besty0728). 894 words, ~2,658 tokens.

Download SKILL.mdSave it as .claude/skills/unity-addressables-design/SKILL.md (or your agent's skills folder). This skill also uses 8 other files; get the full folder from GitHub.
name
unity-addressables-design
description
Source-anchored design rules for Unity Addressables 1.22.3/2.9.1

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

  • Writing or reviewing Addressables code
  • Async asset/scene loading
  • Hot-update or catalog refresh
  • Version migration
  • 编写或审查 Addressables 代码、异步加载资源/场景、配置热更新或目录刷新、版本迁移

Addressables - Design Rules

Advisory module. Every rule is distilled from Unity Addressables source at two versions:

  • 1.22.3 — com.unity.addressables@1.22.3 (Unity 2022, min 2019.4)
  • 2.9.1 — com.unity.addressables@8460f1c9c927 (Unity 6, min 2023.1)

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).

When to Load This Module

Load before writing or reviewing any of:

  • Addressables.InitializeAsync() / LoadContentCatalogAsync() bootstrap code
  • LoadAssetAsync<T> / LoadAssetsAsync<T> / InstantiateAsync and their handle release
  • LoadSceneAsync / UnloadSceneAsync — especially with SceneReleaseMode (2.9.1)
  • CheckForCatalogUpdates → UpdateCatalogs → CleanBundleCache patch flow
  • GetDownloadSizeAsync / DownloadDependenciesAsync / ClearDependencyCacheAsync
  • AssetReference / AssetReferenceT<T> field declarations and load/release
  • Any code that calls WaitForCompletion() or uses AsyncOperationHandle directly
  • Migration from 1.22.3 to 2.9.1 — removed APIs, changed overload signatures

Version Difference Matrix

Area1.22.3 (Unity 2022)2.9.1 (Unity 6)
Non-Async variants (LoadAsset, Instantiate, LoadScene, etc.)[Obsolete] — compile warningRemoved — compile error
IList<object> multi-key overloadsPresentReplaced by IEnumerable
SceneReleaseMode enumDoes not existNew — controls bundle lifetime on scene unload
LoadSceneAsync releaseMode paramAbsentSceneReleaseMode.ReleaseSceneWhenSceneUnloaded default
LoadAssetsAsync<T>(string key, ...)Does not existNew string-key overload
UpdateCatalogs(bool autoCleanBundleCache, ...)Does not existNew overload
LegacyResourcesLocator / LegacyResourcesProviderPresentRemoved
DiagnosticEvent / DiagnosticEventCollectorPresentRemoved
ResourceManagerEventCollectorPresentRemoved
ResourceManager.RegisterDiagnosticCallback()[Obsolete]Removed
InitializationOperation property[Obsolete], returns defaultRemoved
BinaryCatalogInitializationDataDoes not existNew
CachedFileProviderDoes not existNew

Critical Rule Summary

#RuleVersionSource anchor
1All non-Async variants (LoadAsset, Instantiate, LoadScene, UnloadScene, GetDownloadSize, DownloadDependencies, Initialize, LoadContentCatalog) are [Obsolete] in 1.22.3 and removed in 2.9.1. Always use the *Async form.BothAddressables.cs:1.22.3:862-2226, Addressables.cs:2.9.1 (absent)
2Every AsyncOperationHandle returned by a Load/Instantiate call MUST be released via Addressables.Release(handle). Forgetting leaks the AssetBundle in memory indefinitely — even after the scene unloads.BothAsyncOperationHandle.cs:2.9.1:178-203
3WaitForCompletion() blocks the calling thread synchronously. On WebGL it is unsupported and throws. Never call it on the main thread in production; use await handle.Task or the Completed event instead.BothAsyncOperationHandle.cs:2.9.1:178-203
4LoadSceneAsync in 2.9.1 adds SceneReleaseMode releaseMode (default ReleaseSceneWhenSceneUnloaded). If a Single-mode load unloads your additive scene and you need the bundle to stay alive, pass OnlyReleaseSceneOnHandleRelease and release the handle manually.2.9.1ISceneProvider.cs:2.9.1:14-26, Addressables.cs:2.9.1:1914
5Multi-key overloads changed from IList<object> to IEnumerable in 2.9.1. The old IList<object> overloads no longer exist — pass IEnumerable or string[].2.9.1Addressables.cs:2.9.1:1148,1566,1636
6LegacyResourcesLocator and LegacyResourcesProvider were removed in 2.9.1. Do not reference them in code targeting Unity 6.2.9.1Runtime/ResourceLocators/ (absent in 2.9.1)
7ResourceManager.RegisterDiagnosticCallback() was [Obsolete] in 1.22.3 and removed in 2.9.1. Use the Addressables Profiler window instead.2.9.1ResourceManager.cs:1.22.3:353 (absent in 2.9.1)
8Catalog update flow is strictly ordered: CheckForCatalogUpdates → UpdateCatalogs. In 2.9.1, UpdateCatalogs(bool autoCleanBundleCache, ...) can auto-clean stale bundles in one call.BothAddressables.cs:2.9.1:2092-2147
9AssetReference.LoadAssetAsync<T>() returns a handle that must be released via assetRef.ReleaseAsset(), NOT Addressables.Release(handle). Mixing the two causes double-release exceptions.BothAssetReference.cs:1.22.3:44-46
10InitializationOperation property (1.22.3) is [Obsolete] and returns default. Do not await it. Use await Addressables.InitializeAsync() instead.1.22.3Addressables.cs:1.22.3:981-982
Show full SKILL.md (348 more words)Show less

Sub-doc Routing

Sub-docWhen to read
INIT.mdInitializeAsync / LoadContentCatalogAsync / catalog loading order / autoReleaseHandle semantics
HANDLES.mdAsyncOperationHandle<T> lifecycle — Completed, WaitForCompletion, Release, IsDone, Status, OperationException, ref-counting
LOADING.mdLoadAssetAsync, LoadAssetsAsync (all overloads + version diff), MergeMode, InstantiateAsync, ReleaseInstance
SCENE.mdLoadSceneAsync / UnloadSceneAsync / SceneInstance.ActivateAsync / SceneReleaseMode (2.9.1) / activateOnLoad=false pattern
UPDATE.mdCheckForCatalogUpdates → UpdateCatalogs flow / autoCleanBundleCache (2.9.1) / CleanBundleCache / ResourceLocatorInfo
DOWNLOAD.mdGetDownloadSizeAsync / DownloadDependenciesAsync / ClearDependencyCacheAsync / DownloadStatus struct
ASSETREF.mdAssetReference / AssetReferenceT<T> / LoadAssetAsync / ReleaseAsset / OperationHandle property / IsDone guard
PITFALLS.md30 concrete hallucination pitfalls with version tags + legacy API migration section

Routing to Other Modules

  • Asmdef layout for Addressables consumers → load asmdef
  • Async orchestration across multiple Addressables operations → load async
  • Architecture-level decisions (Addressables vs YooAsset, group strategy) → load architecture
  • Performance review of load/release hot paths → load performance

Version Scope

This document targets two versions:

  • 1.22.3 — shipped with Unity 2022 LTS. Contains [Obsolete] non-Async variants still present for migration.
  • 2.9.1 — shipped with Unity 6 (2023.1+). All [Obsolete] APIs removed. New SceneReleaseMode, binary catalog format, AutoGroupGenerator.

When a rule applies to only one version it is tagged [1.22.3] or [2.9.1]. Untagged rules apply to both.

Migration Notes (hallucination shield)

Legacy APIStatusReplacementSource
Addressables.Initialize()[Obsolete] in 1.22.3, removed in 2.9.1Addressables.InitializeAsync()Addressables.cs:1.22.3:862-864
Addressables.LoadAsset<T>(key)[Obsolete] in 1.22.3, removed in 2.9.1Addressables.LoadAssetAsync<T>(key)Addressables.cs:1.22.3:992-1007
Addressables.LoadAssets<T>(keys, cb, mode)[Obsolete] in 1.22.3, removed in 2.9.1Addressables.LoadAssetsAsync<T>(keys, cb, mode)Addressables.cs:1.22.3:1242-1276
Addressables.Instantiate(key, ...)[Obsolete] in 1.22.3, removed in 2.9.1Addressables.InstantiateAsync(key, ...)Addressables.cs:1.22.3:1892-1972
Addressables.LoadScene(key, ...)[Obsolete] in 1.22.3, removed in 2.9.1Addressables.LoadSceneAsync(key, ...)Addressables.cs:1.22.3:2090-2106
Addressables.UnloadScene(handle, ...)[Obsolete] in 1.22.3, removed in 2.9.1Addressables.UnloadSceneAsync(handle, ...)Addressables.cs:1.22.3:2180-2226
Addressables.GetDownloadSize(key)[Obsolete] in 1.22.3, removed in 2.9.1Addressables.GetDownloadSizeAsync(key)Addressables.cs:1.22.3:1547
Addressables.DownloadDependencies(key)[Obsolete] in 1.22.3, removed in 2.9.1Addressables.DownloadDependenciesAsync(key)Addressables.cs:1.22.3:1608
Addressables.InitializationOperation[Obsolete] in 1.22.3, removed in 2.9.1await Addressables.InitializeAsync()Addressables.cs:1.22.3:981-982
LoadResourceLocationsAsync(IList<object> keys, ...)Present in 1.22.3, removed in 2.9.1LoadResourceLocationsAsync(IEnumerable keys, ...)Addressables.cs:2.9.1:1148
GetDownloadSizeAsync(IList<object> keys)Present in 1.22.3, removed in 2.9.1GetDownloadSizeAsync(IEnumerable keys)Addressables.cs:2.9.1:1566
DownloadDependenciesAsync(IList<object> keys, mode, ...)Present in 1.22.3, removed in 2.9.1DownloadDependenciesAsync(IEnumerable keys, mode, ...)Addressables.cs:2.9.1:1636
LegacyResourcesLocator / LegacyResourcesProviderPresent in 1.22.3, removed in 2.9.1Use Addressables groups for all assetsRuntime/ResourceLocators/LegacyResourcesLocator.cs:1.22.3
ResourceManager.RegisterDiagnosticCallback(...)[Obsolete] in 1.22.3, removed in 2.9.1Addressables Profiler windowResourceManager.cs:1.22.3:353
DiagnosticEvent / DiagnosticEventCollectorPresent in 1.22.3, removed in 2.9.1Addressables Profiler / custom IProfilerEmitterRuntime/ResourceManager/Diagnostics/:1.22.3

When in doubt, read the cited source — not your memory.

© 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

SKILL.md and 8 other files in SkillsForUnity/unity-skills~/skills/addressables-design of Besty0728/Unity-Skills.

  • SKILL.md
  • ASSETREF.md
  • DOWNLOAD.md
  • HANDLES.md
  • INIT.md
  • LOADING.md
  • PITFALLS.md
  • SCENE.md
  • UPDATE.md

Open the folder on GitHubat commit ec8aa7c

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Questions about Unity Addressables Design

What does Unity Addressables Design do?

Source-anchored design rules for Unity Addressables 1.22.3/2.9.1. Unity Addressables Design is an agent skill from Besty0728/Unity-Skills.

When should I use Unity Addressables Design?

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

How do I install Unity Addressables Design in Claude Code?

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

How do I install Unity Addressables Design in Codex?

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

Can I use Unity Addressables Design 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-design -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-design, .gemini/skills/unity-addressables-design, .github/skills/unity-addressables-design and .opencode/skills/unity-addressables-design in your project.

What does Unity Addressables Design need to run?

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

Does Unity Addressables Design access the network?

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.

Is Unity Addressables Design 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 Design use?

Unity Addressables Design 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 Design use?

About 2.7k tokens (SKILL.md is roughly 11k 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 Design?

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Who maintains Unity Addressables Design?

Besty0728 (a GitHub user) maintains it in Besty0728/Unity-Skills, which has 1,815 GitHub stars. The repository holds 82 skills in this directory. The repository was last updated on October 7, 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.