Agent skill

Unity Hybridclr

by Besty0728 in Besty0728/Unity-Skills

Automate HybridCLR C hot-update prebuild. An agent skill from Besty0728/Unity-Skills.

MITAuto-check passedGame Development

Install Unity Hybridclr

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

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

GitHub CLI
$ gh skill install Besty0728/Unity-Skills unity-hybridclr --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/hybridclr' .claude/skills/unity-hybridclr && 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-hybridclr
GitHub stars
1.8k
Token cost
~5.4k tokens
SKILL.md length
1,949 words
Files
1
Skills in repo
82
Repo updated
First seen
Licence
MIT

At a glance

Automate HybridCLR C hot-update prebuild. An agent skill from Besty0728/Unity-Skills.

  • Works in 10 steps: hybridclr_status is the only skill that… → hybridclr_compile_dlls,… → generate_all and generate_step… → …
  • Game Development work in your project
  • SKILL.md covers Triggers, Guardrails, Skills and HybridCLR × YooAsset workflow, plus 5 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Unity Hybridclr is an agent skill from Besty0728/Unity-Skills. Automate HybridCLR C hot-update prebuild

Its SKILL.md is about 5.4k 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. It works with C#. 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-hybridclr”

Requirements

  • Python 3

Workflow steps

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

  1. hybridclr_status is the only skill that works without the package. Every other skill returns MISSING_PACKAGE. Unlike the YooAsset module…
  2. hybridclr_compile_dlls, hybridclr_generate_all and hybridclr_generate_step block the Editor main thread. UnitySkills runs all skills on…
  3. generate_all and generate_step step="aot_dlls" run a scripts-only BuildPipeline.BuildPlayer internally into…
  4. patchAOTAssemblies must match the generated PatchedAOTAssemblyList. Run hybridclr_aot_generic_refs after any generation and copy…
  5. Array parameters replace, they do not merge. hybridclr_settings_set(hotUpdateAssemblies=["A"]) discards any previously configured names…
  6. HybridCLRSettings is not an AssetDatabase asset. It is a ScriptableObject serialized to ProjectSettings/HybridCLRSettings.asset via…
  7. Path fields use two different bases. outputLinkFile and outputAOTGenericReferenceFile are relative to Assets/…
  8. The upstream field is misspelled externalHotUpdateAssembliyDirs. The skill parameter is spelled correctly (externalHotUpdateAssemblyDirs)…
  9. Hot-update code must live in an asmdef listed in hotUpdateAssemblyDefinitions (or a name in hotUpdateAssemblies). Code outside those…
  10. hybridclr_validate_setup distinguishes errors from warnings. Errors block hot update entirely (no IL2CPP, libil2cpp unpatched, no…

What it can do on your machine

Read from SKILL.md and the folder at commit 15a1925. 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 (its code samples are python).

    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):

    • hybridclr.doc.code-philosophy.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 Hybridclr loads about 5.4k tokens when it runs. Until then it costs about 14 tokens; SKILL.md has 1,949 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~14
When it runs · the whole SKILL.md, loaded when a task matches
~5.4k

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 15a1925, republished under its MIT licence (© Besty0728). 1,949 words, ~5,381 tokens.

Download SKILL.mdSave it as .claude/skills/unity-hybridclr/SKILL.md (or your agent's skills folder).
name
unity-hybridclr
description
Automate HybridCLR C# hot-update prebuild

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

  • Configuring hot-update assemblies
  • Compiling hot-update DLLs
  • Generating AOTGenericReferences/link.xml
  • Diagnosing HybridCLR setup
  • Wiring output into YooAsset builds
  • 配置热更程序集、编译热更 DLL、生成 AOTGenericReferences/link.xml、排查 HybridCLR 环境、把产物接进 YooAsset 打包链路

Unity HybridCLR Skills

Editor-side automation for HybridCLR — the zero-cost native C# hot-update solution for IL2CPP. Covers settings CRUD, installation probing, hot-update assembly compilation, the prebuild generation pipeline, and artifact staging for a YooAsset bundle build.

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

Requires: com.code-philosophy.hybridclr (API anchored to 8.12.0), IL2CPP scripting backend, Unity 2019.4+ (2022.3+ recommended). Companion modules: yooasset for shipping the compiled DLLs as bundles, yooasset-design for the runtime loading contract, asmdef for assembly-boundary design.

Guardrails

Operating Mode (v1.9 three-tier):

  • Approval (default): the seven read-only skills — hybridclr_status, hybridclr_install_status, hybridclr_get_paths, hybridclr_settings_get, hybridclr_validate_setup, hybridclr_get_hotupdate_dlls, hybridclr_aot_generic_refs — are SemiAuto and run directly. hybridclr_settings_set and hybridclr_copy_hotupdate_dlls are FullAuto: on MODE_RESTRICTED, run the grant protocol.
  • Auto-forbidden (NeverInSemi, RiskLevel="high"): hybridclr_compile_dlls, hybridclr_generate_all, hybridclr_generate_step. Reachable only under Bypass mode or via a user-managed Allowlist entry; the grant flow returns MODE_FORBIDDEN. This is deliberate — all three block the Editor main thread for minutes.
  • When the package is missing, every skill except hybridclr_status returns a MISSING_PACKAGE error with install instructions. When the package is present but a reflected member cannot be resolved (version drift), the skill returns MISSING_PACKAGE naming the exact member instead of throwing.

DO NOT (common hallucinations):

  • hybridclr_install / hybridclr_init — do NOT exist. Installing il2cpp_plus clones two git repos and copies the entire editor il2cpp tree; it is a multi-minute network operation with no cancellation and is intentionally not a skill. Run it from HybridCLR/Installer... in the Editor, or via unity-cli (see Limitations). hybridclr_install_status only reports the state.
  • hybridclr_build_player — NOT in this module. Building the player is build_player (Project module) or unity-cli. HybridCLR hooks the build via its own IPreprocessBuildWithReport processors; nothing extra is needed from this module.
  • hybridclr_load_metadata / hybridclr_load_assembly — runtime APIs (HybridCLR.RuntimeApi.LoadMetadataForAOTAssembly, System.Reflection.Assembly.Load) belong in game code, not the Editor REST surface. Write them yourself.
  • Do NOT call hybridclr_generate_all before every bundle rebuild — see the workflow section below. It is a pre-player-build step, not a per-hot-update step.
  • Do NOT pass extension=".dll" to hybridclr_copy_hotupdate_dlls. Unity would treat the staged files as managed plugins and try to load them into the Editor domain; the skill rejects it.

Routing:

  • HybridCLR settings, install probing, DLL compilation, generation pipeline, artifact staging → this module.
  • Packing the staged DLLs into bundles, collector configuration, build reports → yooasset.
  • Runtime hot-update loading code (YooAssets.LoadAssetAsync → Assembly.Load → RuntimeApi.LoadMetadataForAOTAssembly) → write it yourself using yooasset-design.
  • Deciding which assemblies belong on the hot-update side → asmdef.
  • Actual player build → build_player or unity-cli.

Skills

Environment (3)
SkillPurposeKey Parameters
hybridclr_statusReflection probe — the ONLY skill that works without the package. Reports installation, package version, enable, scripting backend, hot-update + AOT-patch assembly lists, and which generated artifacts exist. Call this first.(none)
hybridclr_install_statusil2cpp_plus local install state via InstallerController: whether libil2cpp is patched, installed vs package version, expected hybridclr / il2cpp_plus branches, Unity compatibility.(none)
hybridclr_get_pathsResolve every input/output path for a build target — HybridCLRData root, local il2cpp dir, hot-update DLL dir, stripped AOT dir, link.xml, AOTGenericReferences.cs. Use to wire outputs into a YooAsset collector.buildTarget?
Settings (2)
SkillPurposeKey Parameters
hybridclr_settings_getRead every HybridCLRSettings field, plus the resolved assembly lists SettingsUtil derives from asmdef assets and raw names (this is what the pipeline actually uses).(none)
hybridclr_settings_setWrite settings and persist to ProjectSettings/HybridCLRSettings.asset. Only the parameters you pass change; fields this HybridCLR version does not declare are listed in unsupportedFields; the full prior object is snapshotted for workflow undo.enable?, useGlobalIl2cpp?, hotUpdateAssemblies?, hotUpdateAssemblyDefinitions?, preserveHotUpdateAssemblies?, patchAOTAssemblies?, externalHotUpdateAssemblyDirs?, hotUpdateDllCompileOutputRootDir?, strippedAOTDllOutputRootDir?, outputLinkFile?, outputAOTGenericReferenceFile?, maxGenericReferenceIteration?, maxMethodBridgeGenericIteration?, hybridclrRepoURL?, il2cppPlusRepoURL?
Diagnostics (1)
SkillPurposeKey Parameters
hybridclr_validate_setupPre-flight check: package present, enable, IL2CPP backend, libil2cpp patched and version-matched, hot-update assemblies configured and resolvable, patchAOTAssemblies populated, link.xml / AOTGenericReferences.cs present, hot-update DLLs compiled. Returns categorised errors (blocking) and warnings (advisory), each with a concrete fix.buildTarget?
Compile & generate (3) — blocking, high risk
SkillPurposeKey Parameters
hybridclr_compile_dllsCompileDllCommand.CompileDll(target, developmentBuild) — compile hot-update assemblies into HybridCLRData/HotUpdateDlls/<target>. Prior output is backed up for workflow undo.buildTarget?, developmentBuild=false
hybridclr_generate_allPrebuildCommand.GenerateAll() — the full pipeline for the active build target: compile_dll → il2cpp_def → link_xml → aot_dlls → method_bridge → aot_generic_reference. Rewrites C# under Assets/, so a domain reload follows.(none)
hybridclr_generate_stepRun one pipeline step: il2cpp_def, link_xml, aot_dlls, method_bridge, aot_generic_reference, clean_il2cpp_cache. Assumes hot-update DLLs are already compiled.step, buildTarget?
Artifacts (3)
SkillPurposeKey Parameters
hybridclr_get_hotupdate_dllsList compiled DLL artifacts with size + UTC timestamp, reconciled against the configured assembly list — surfaces missing and unexpected entries.buildTarget?
hybridclr_copy_hotupdate_dllsStage compiled DLLs (optionally the stripped AOT DLLs too) into a directory under Assets/, renamed to an importable extension so a YooAsset collector can pack them. Destination files are backed up for workflow undo.destination, buildTarget?, extension=".bytes", assemblies?, includeAotAssemblies=false, clearDestination=false
hybridclr_aot_generic_refsRead generated AOTGenericReferences.cs — timestamp, declared PatchedAOTAssemblyList, and an inSync comparison against settings.patchAOTAssemblies with missingFromSettings / extraInSettings diffs.includeContent=false

HybridCLR × YooAsset workflow

The two modules split cleanly: HybridCLR produces DLLs, YooAsset ships them. The staging step in between is hybridclr_copy_hotupdate_dlls, which renames .dll → .bytes so Unity imports them as TextAsset (a bare .dll under Assets/ would be treated as a managed plugin).

One-time setup (per project, and again after any AOT-side code change):

python
u.call_skill("hybridclr_settings_set",
    enable=True,
    hotUpdateAssemblyDefinitions=["Assets/HotUpdate/HotUpdate.asmdef"])
u.call_skill("hybridclr_validate_setup")     # fix every `errors` entry before continuing
u.call_skill("hybridclr_generate_all")       # minutes; domain reload follows
refs = u.call_skill("hybridclr_aot_generic_refs")
u.call_skill("hybridclr_settings_set", patchAOTAssemblies=refs["patchedAOTAssemblyList"])
# then build the player normally (build_player / unity-cli)

Iterative hot-update loop (every time hot-update C# changes — no generate_all, no player rebuild):

python
# 1. edit hot-update C# (script_* skills) — must live in a hotUpdateAssemblyDefinitions asmdef
# 2. compile
u.call_skill("hybridclr_compile_dlls", buildTarget="Android")
u.call_skill("hybridclr_get_hotupdate_dlls", buildTarget="Android")   # verify `missing` is empty

# 3. stage into the YooAsset collector directory
u.call_skill("hybridclr_copy_hotupdate_dlls",
    destination="Assets/HotUpdateDlls",
    buildTarget="Android",
    extension=".bytes",
    includeAotAssemblies=True,      # ships the stripped AOT metadata DLLs too
    clearDestination=True)

# 4. pack (yooasset module) — the collector only needs adding once
u.call_skill("yooasset_add_collector",
    packageName="DefaultPackage", groupName="HotUpdateCode",
    collectPath="Assets/HotUpdateDlls",
    addressRule="AddressByFileName", packRule="PackDirectory")
u.call_skill("yooasset_build_bundles",
    packageName="DefaultPackage", buildTarget="Android", packageVersion="auto")

Where the boundary sits: runtime loading is game code you write, not a skill. Load the .bytes TextAsset through YooAsset, then RuntimeApi.LoadMetadataForAOTAssembly(aotBytes, HomologousImageMode.SuperSet) for each AOT metadata DLL before Assembly.Load(hotUpdateBytes). Order matters. See yooasset-design for the handle-lifecycle rules.

When to re-run generate_all: only when AOT-side code changes (anything outside the hot-update asmdefs), when you add/remove a hot-update assembly, or before shipping a new player build. Generic instantiations reachable only from new hot-update code also require it — that is what AOTGenericReferences.cs records.

Show full SKILL.md (929 more words)Show less

Critical Rules (must read)

  1. hybridclr_status is the only skill that works without the package. Every other skill returns MISSING_PACKAGE. Unlike the YooAsset module there is no compile define — detection is pure reflection, so no recompile is needed after installing.
  2. hybridclr_compile_dlls, hybridclr_generate_all and hybridclr_generate_step block the Editor main thread. UnitySkills runs all skills on the main thread through a single queue, so /health and /jobs also stall for the duration. Raise the client timeout to at least 10 minutes; a socket timeout does not cancel the operation.
  3. generate_all and generate_step step="aot_dlls" run a scripts-only BuildPipeline.BuildPlayer internally into HybridCLRData/StrippedAOTDllsTempProj/<target>. Both refuse to start when BuildPipeline.isBuildingPlayer is true. The step temporarily flips EditorUserBuildSettings.buildScriptsOnly and the platform "export project" flags, restoring them in a finally — an Editor crash mid-step can leave them changed.
  4. patchAOTAssemblies must match the generated PatchedAOTAssemblyList. Run hybridclr_aot_generic_refs after any generation and copy missingFromSettings into hybridclr_settings_set(patchAOTAssemblies=[...]). inSync=false means generic instantiations will throw at runtime. The generated list carries .dll suffixes and the setting does not; the skill compares on the stem, so pass either form.
  5. Array parameters replace, they do not merge. hybridclr_settings_set(hotUpdateAssemblies=["A"]) discards any previously configured names. Read with hybridclr_settings_get first and pass the full intended array.
  6. HybridCLRSettings is not an AssetDatabase asset. It is a ScriptableObject serialized to ProjectSettings/HybridCLRSettings.asset via InternalEditorUtility.SaveToSerializedFileAndForget, so it will not appear in asset_* skills, and Unity's undo stack cannot revert the file — only the workflow snapshot can.
  7. Path fields use two different bases. outputLinkFile and outputAOTGenericReferenceFile are relative to Assets/; hotUpdateDllCompileOutputRootDir and strippedAOTDllOutputRootDir are relative to the project directory. hybridclr_get_paths returns both the raw and absolute forms.
  8. The upstream field is misspelled externalHotUpdateAssembliyDirs. The skill parameter is spelled correctly (externalHotUpdateAssemblyDirs) and maps to it; hybridclr_settings_get returns the upstream spelling under settings.
  9. Hot-update code must live in an asmdef listed in hotUpdateAssemblyDefinitions (or a name in hotUpdateAssemblies). Code outside those assemblies is AOT and cannot be hot-updated — changing it requires a new player build.
  10. hybridclr_validate_setup distinguishes errors from warnings. Errors block hot update entirely (no IL2CPP, libil2cpp unpatched, no hot-update assemblies). Warnings are staleness signals (DLLs not compiled yet, patchAOTAssemblies empty) that are normal early in setup.

Limitations

  • No install skill. InstallerController.InstallDefaultHybridCLR() is reachable by reflection but deliberately not exposed: it clones two git repos over the network and copies the editor's entire il2cpp tree, with no progress reporting or cancellation, and would hold the main-thread queue for the whole time. Use the HybridCLR/Installer... window, or unity-cli in batch mode.
  • Synchronous execution. These operations are not AsyncJobService jobs — HybridCLR's commands are synchronous main-thread Unity APIs with no step boundaries to pump, so there is no jobId to poll. Treat them as long blocking calls.
  • Workflow undo is partial for generation. hybridclr_settings_set restores fully. hybridclr_compile_dlls and hybridclr_copy_hotupdate_dlls restore the affected directory from a file backup under Library/UnitySkills/HybridCLRBackups/. hybridclr_generate_all and hybridclr_generate_step restore only the two Assets-side artifacts (link.xml, AOTGenericReferences.cs) plus the hot-update DLL directory — intermediates under HybridCLRData/ and generated C++ under LocalIl2CppData-*/ are rebuildable and deliberately out of scope. Re-run the pipeline rather than relying on undo for those.
  • Backups keep 5 generations per label. Older undo steps for compile_dlls / copy_hotupdate_dlls degrade to "added files removed, previous files not restored". Library/ is not version-controlled, so backups do not survive a Library wipe.
  • No control over build processors. HybridCLR's IPreprocessBuildWithReport / IPostprocessBuildWithReport hooks (CheckSettings, CopyStrippedAOTAssemblies, PatchScriptingAssemblyList, the Xcode source injectors) run automatically during the player build and are not configurable from this module.
  • Version drift is reported, not guessed. Reflection targets are anchored to 8.12.0. If a member cannot be resolved the skill returns MISSING_PACKAGE naming it, rather than silently doing nothing.
  • hybridclr_aot_generic_refs parses generated text, not IL. patchedAOTAssemblyList is read exactly from the PatchedAOTAssemblyList initializer, but genericTypeCount counts comment lines in the generator's // {{ AOT generic types block and is an approximation. Pass includeContent=true when you need the file verbatim.
unity-cli fallback

Every generation entry point is a [MenuItem]-annotated public static parameterless method, so anything this module cannot do is reachable through -executeMethod in batch mode:

Menu-executeMethod target
HybridCLR/Generate/AllHybridCLR.Editor.Commands.PrebuildCommand.GenerateAll
HybridCLR/CompileDll/ActiveBuildTargetHybridCLR.Editor.Commands.CompileDllCommand.CompileDllActiveBuildTarget
HybridCLR/Generate/LinkXmlHybridCLR.Editor.Commands.LinkGeneratorCommand.GenerateLinkXml
HybridCLR/Generate/Il2CppDefHybridCLR.Editor.Commands.Il2CppDefGeneratorCommand.GenerateIl2CppDef
HybridCLR/Generate/AOTDllsHybridCLR.Editor.Commands.StripAOTDllCommand.GenerateStripedAOTDlls
HybridCLR/Generate/MethodBridgeAndReversePInvokeWrapperHybridCLR.Editor.Commands.MethodBridgeGeneratorCommand.GenerateMethodBridgeAndReversePInvokeWrapper
HybridCLR/Generate/AOTGenericReferenceHybridCLR.Editor.Commands.AOTReferenceGeneratorCommand.CompileAndGenerateAOTGenericReference

Running these headless avoids the main-thread blocking problem entirely — see unity-cli. Installation has no parameterless menu method; it must go through the Installer window.

Reflection Anchors

Every skill resolves these against the HybridCLR.Editor assembly. Verified against hybridclr_unity 8.12.0 source.

SkillReflected target
hybridclr_statusSettingsUtil.Enable, SettingsUtil.HotUpdateAssemblyNamesExcludePreserved, SettingsUtil.AOTAssemblyNames, Installer.InstallerController
hybridclr_install_statusInstaller.InstallerController — HasInstalledHybridCLR(), PackageVersion, InstalledLibil2cppVersion, MajorVersion, GetCompatibleType(), GetCurrentUnityVersionMinCompatibleVersionStr(), HybridclrLocalVersion, Il2cppPlusLocalVersion, LocalVersionFile
hybridclr_get_pathsSettingsUtil.{ProjectDir, HybridCLRDataDir, LocalUnityDataDir, LocalIl2CppDir, GeneratedCppDir, HotUpdateDllsRootOutputDir}, GetHotUpdateDllsOutputDirByTarget(BuildTarget), GetAssembliesPostIl2CppStripDir(BuildTarget)
hybridclr_settings_get / _setSettings.HybridCLRSettings.Instance public fields + HybridCLRSettings.Save(); resolved lists via SettingsUtil.HotUpdateAssemblyNames{Exclude,Include}Preserved and HotUpdateAssemblyFilesIncludePreserved
hybridclr_compile_dllsCommands.CompileDllCommand.CompileDll(BuildTarget, bool)
hybridclr_generate_allCommands.PrebuildCommand.GenerateAll()
hybridclr_generate_stepCommands.Il2CppDefGeneratorCommand.GenerateIl2CppDef(), Commands.LinkGeneratorCommand.GenerateLinkXml(BuildTarget), Commands.StripAOTDllCommand.GenerateStripedAOTDlls(BuildTarget), Commands.MethodBridgeGeneratorCommand.GenerateMethodBridgeAndReversePInvokeWrapper(BuildTarget) and .CleanIl2CppBuildCache(), Commands.AOTReferenceGeneratorCommand.GenerateAOTGenericReference(BuildTarget)
hybridclr_get_hotupdate_dlls / _copy_hotupdate_dllsSettingsUtil.GetHotUpdateDllsOutputDirByTarget, GetAssembliesPostIl2CppStripDir, HotUpdateAssemblyFilesIncludePreserved, AOTAssemblyNames
hybridclr_aot_generic_refsHybridCLRSettings.outputAOTGenericReferenceFile; output shape from AOT.GenericReferenceWriter.Write

Note SettingsUtil.HotUpdateAssemblyNamesIncludePreserved throws when a name appears in both hotUpdateAssemblies and preserveHotUpdateAssemblies. The skills catch it and surface the message in resolveErrors / hotUpdateAssemblyResolveError rather than failing the call.

Version Scope

  • Target: com.code-philosophy.hybridclr 8.12.0. All type names, member names and signatures above are taken from that Editor source.
  • Minimum Unity: HybridCLR itself supports 2019.4.0+ / 2020.3.0+ / 2021.3.0+ / 2022.3.0+ / 2023.2.0+ / 6000.0.0+ (6000.3.0+ on the 6000.3 branch); hybridclr_install_status reports the exact minimum for the running editor. This Skill module is verified against Unity 2022.3 and 6000.3.
  • IL2CPP only. Mono builds cannot use HybridCLR; hybridclr_validate_setup reports this as a blocking error.
  • Older/newer package versions still work for anything whose members resolve; unresolved members are reported by name, not silently skipped.

Exact Signatures

For authoritative parameter names, defaults, and return fields, query GET /skills/schema?category=HybridCLR 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/hybridclr of Besty0728/Unity-Skills.

Open the folder on GitHubat commit 15a1925

Compare with similar skills

Unity Hybridclr 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 Hybridclr compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Unity Hybridclr this skillBesty0728/Unity-Skills1.8k—~5.4kAutomated safety check: PassMIT
Uloop Execute Dynamic CodeCyberAgentGameEntertainment/NovaShader1.6k1 repos~1.9kAutomated safety check: PassMIT
Locus Unity BridgeMisaka-Mikoto-Tech/agent-skills278—~4kAutomated safety check: PassMIT
Gameobject Component List AllIvanMurzak/Unity-MCP4.4k—~846Automated safety check: PassApache-2.0
Validate GsdkPlayFab/gsdk170—~645Automated safety check: PassApache-2.0
Aibridge Development WorkflowFlameskyDexive/Legends-Of-Heroes929—~790Automated safety check: PassMIT

Similar skills

  • Uloop Execute Dynamic Code

    CyberAgentGameEntertainment/NovaShader

    Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough.

    1.6k GitHub starsUsed in 1 repo~1.9k tokens
    Game DevelopmentAuto-check passed
  • Locus Unity Bridge

    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…

    278 GitHub stars~4k tokensUpdated 18 days ago
    Game DevelopmentAuto-check passed
  • Gameobject Component List All

    IvanMurzak/Unity-MCP

    List the fully-qualified C type names of every concrete UnityEngine.Component subclass available in the project.

    4.4k GitHub stars~846 tokensUpdated 5 days ago
    Game DevelopmentAuto-check passed
  • Validate Gsdk

    PlayFab/gsdk

    Validates PlayFab Game Server SDK (GSDK) integrations in game server projects.

    170 GitHub stars~645 tokensUpdated yesterday
    Game DevelopmentAuto-check passed
  • Aibridge Development Workflow

    FlameskyDexive/Legends-Of-Heroes

    AIBridge/Unity 项目的标准开发工作流。Use when creating, modifying, fixing, refactoring, or validating C code, Unity assets, prefabs, editor tools, package structure, tests, AGENTS.md, or local Skills.

    929 GitHub stars~790 tokensUpdated 17 days ago
    Game DevelopmentAuto-check passed
  • Unity Plugin

    TomLeeLive/openclaw-unity-plugin

    Control Unity Editor via OpenClaw Unity Plugin. An agent skill from TomLeeLive/openclaw-unity-plugin.

    107 GitHub stars~5.1k tokensUpdated 1 mo ago
    Game DevelopmentAuto-check passed

More from Besty0728/Unity-Skills

All 82 skills in this repo
  • Unity Skills

    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.

    1.8k GitHub stars~2k tokensUpdated yesterday
    Auto-check passed
  • Unity Animator

    Besty0728/Unity-Skills

    Edit Unity Animator Controllers and drive runtime parameters

    1.8k GitHub stars~2.4k tokensUpdated yesterday
    Auto-check passed
  • Unity Architecture

    Besty0728/Unity-Skills

    Advise on Unity gameplay and system architecture. An agent skill from Besty0728/Unity-Skills.

    1.8k GitHub stars~1.3k tokensUpdated yesterday
    Auto-check passed
  • Unity Batch

    Besty0728/Unity-Skills

    Unified batch and async-job orchestration. An agent skill from Besty0728/Unity-Skills.

    1.8k GitHub stars~2k tokensUpdated yesterday
    Auto-check passed
  • Unity Behavior

    Besty0728/Unity-Skills

    Drive Unity Behavior behavior graphs and blackboard variables

    1.8k GitHub stars~3k tokensUpdated yesterday
    Auto-check passed
  • Unity Console

    Besty0728/Unity-Skills

    Capture and query the Unity Editor console. An agent skill from Besty0728/Unity-Skills.

    1.8k GitHub stars~1.8k tokensUpdated yesterday
    Auto-check passed

Works with

Questions about Unity Hybridclr

What does Unity Hybridclr do?

Automate HybridCLR C hot-update prebuild. An agent skill from Besty0728/Unity-Skills. Unity Hybridclr is an agent skill from Besty0728/Unity-Skills.

When should I use Unity Hybridclr?

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

How do I install Unity Hybridclr in Claude Code?

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

How do I install Unity Hybridclr in Codex?

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

Can I use Unity Hybridclr 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-hybridclr -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-hybridclr, .gemini/skills/unity-hybridclr, .github/skills/unity-hybridclr and .opencode/skills/unity-hybridclr in your project.

What does Unity Hybridclr need to run?

SKILL.md names no scripts, command-line tools or credentials: Unity Hybridclr is instructions for the agent only. Our summary lists: Python 3.

Does Unity Hybridclr access the network?

SKILL.md names 1 domain. As links in the text: hybridclr.doc.code-philosophy.com. This is read from the text; nothing was executed.

Is Unity Hybridclr 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 Hybridclr use?

Unity Hybridclr 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 Hybridclr use?

About 5.4k tokens (SKILL.md is roughly 22k 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 Hybridclr?

Skills that share tags, products or a category with Unity Hybridclr: Uloop Execute Dynamic Code (CyberAgentGameEntertainment/NovaShader, 1.6k stars), Locus Unity Bridge (Misaka-Mikoto-Tech/agent-skills, 278 stars), Gameobject Component List All (IvanMurzak/Unity-MCP, 4.4k stars) and Validate Gsdk (PlayFab/gsdk, 170 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Unity Hybridclr?

Besty0728 (a GitHub user) maintains it in Besty0728/Unity-Skills, which has 1,819 GitHub stars. The repository holds 82 skills in this directory. The repository was last updated on October 8, 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.