Agent skill

Unity Qframework

by Besty0728 in Besty0728/Unity-Skills

Editor automation for QFramework (github.com/liangxiegame/QFramework) — architecture-layer code generation (Architecture/System/Model/Command/Utility/Query via ArchitectureCodeGenerator)…

MITAuto-check passedMobile

Install Unity Qframework

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

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

GitHub CLI
$ gh skill install Besty0728/Unity-Skills unity-qframework --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/qframework' .claude/skills/unity-qframework && 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-qframework
GitHub stars
1.8k
Token cost
~6.4k tokens
SKILL.md length
2,338 words
Files
1
Skills in repo
82
Repo updated
First seen
Licence
MIT

At a glance

Editor automation for QFramework (github.com/liangxiegame/QFramework) — architecture-layer code generation (Architecture/System/Model/Command/Utility/Query via ArchitectureCodeGenerator)…

  • Tasks that involve iOS development
  • SKILL.md covers Triggers, Guardrails, Skills and DO NOT
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md
  • Tasks that involve Technical documentation

What it does

Unity Qframework is an agent skill from Besty0728/Unity-Skills. Editor automation for QFramework (github.com/liangxiegame/QFramework) — architecture-layer code generation (Architecture/System/Model/Command/Utility/Query via ArchitectureCodeGenerator), ViewController and UIKit panel code generation bound to a GameObject/prefab, UIKit project settings, ResKit AssetBundle marking/build/clear, ResKit SimulationMode and build options, runtime architecture scanning (IArchitecture/ISystem/IModel/ICommand/IQuery/IController), QFramework's built-in API-documentation-attribute query…

Its SKILL.md is about 6.4k 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 Mobile, covering iOS development and Technical documentation. It works with GitHub. The repository describes itself as: AI automation skills specifically designed for Unity. The licence is MIT.

When your agent uses it

  • Tasks that involve iOS development
  • Tasks that involve Technical documentation

Example prompts

  • “/unity-qframework”

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):

    • github.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 Qframework loads about 6.4k tokens when it runs. Until then it costs about 218 tokens; SKILL.md has 2,338 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~218
When it runs · the whole SKILL.md, loaded when a task matches
~6.4k

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 12a40e4, republished under its MIT licence (© Besty0728). 2,338 words, ~6,420 tokens.

Download SKILL.mdSave it as .claude/skills/unity-qframework/SKILL.md (or your agent's skills folder).
name
unity-qframework
description
Editor automation for QFramework (github.com/liangxiegame/QFramework) — architecture-layer code generation (Architecture/System/Model/Command/Utility/Query via ArchitectureCodeGenerator), ViewController and UIKit panel code generation bound to a GameObject/prefab, UIKit project settings, ResKit AssetBundle marking/build/clear, ResKit SimulationMode and build options, runtime architecture scanning (IArchitecture/ISystem/IModel/ICommand/IQuery/IController), QFramework's built-in API-documentation-attribute query, and LocaleKit editor-locale / language-define configuration. QFramework has no UPM package — detection is reflection-only against whichever install form is present (Toolkits unitypackage or single-file QFramework.cs) — so every skill except qframework_get_status returns MISSING_PACKAGE when the required anchor type cannot be resolved.

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

  • Generating QFramework architecture-layer code — Architecture/System/Model/Command/Utility/Query classes
  • Generating bound view code for a QFramework ViewController component, or UIKit panel code for a UI prefab
  • Checking QFramework installation status, scanning IArchitecture/ISystem/IModel/ICommand/IQuery/IController implementations, or searching QFramework's built-in API documentation attributes
  • Marking, building or clearing QFramework ResKit AssetBundles, or reading/writing ResKit build options (SimulationMode, append-hash, auto-generate-class)
  • Reading/writing UIKit project settings (namespace, script/prefab dirs) or LocaleKit editor locale / language defines
  • 生成 QFramework 架构层代码、绑定 ViewController/UIKit 面板代码生成、检查安装状态与架构扫描、ResKit AssetBundle 标记与构建、UIKit/LocaleKit 设置读写

Unity QFramework Skills

Editor-side automation for QFramework — architecture codegen, UIKit/ResKit tooling, LocaleKit configuration, and read-only architecture/API-doc scanning.

QFramework has no UPM package. It installs one of two ways: the Toolkits unitypackage (asmdef-based: QFramework / QFramework.CoreKit / UIKit / UIKit.Editor / ResKit / ResKit.Editor / AudioKit), or a single-file QFramework.cs dropped straight into Assets/ (no asmdef, core architecture interfaces only, no Toolkits). This module holds zero direct references to either form — every call resolves through reflection against a fully-qualified type name, so the UnitySkills Editor assembly compiles identically regardless of what (if anything) is installed. qframework_get_status works in every state; every other skill returns MISSING_PACKAGE when its anchor type cannot be resolved.

Requires: QFramework (no package id — install via the official unitypackage or QFramework.cs, API anchored to v1.0.257). Companion module: qframework-design for architecture design rules (four-layer responsibilities, Command/Query/Event/BindableProperty usage, IOCContainer vs. Toolkits IOCKit) — advisory only, no REST skills, load it before writing or reviewing QFramework architecture code.

Guardrails

Operating Mode (three-tier):

  • SemiAuto — the 8 ReadOnly skills run directly in all three modes without a grant: qframework_get_status, qframework_list_architecture_code_types, qframework_preview_architecture_code, qframework_get_uikit_settings, qframework_list_asset_bundle_marks, qframework_get_reskit_build_options, qframework_scan_architecture, qframework_query_api_docs.

  • FullAuto (needs a user grant under Approval; runs directly under Auto/Bypass with audit) — the 6 write skills that are not NeverInSemi: qframework_mark_asset_bundle, qframework_mark_asset_bundle_batch, qframework_set_uikit_settings, qframework_set_reskit_build_options, qframework_set_editor_locale, qframework_set_language_defines.

  • Auto-forbidden (NeverInSemi — returns MODE_FORBIDDEN under both Approval and Auto; only Bypass or a user-managed Allowlist entry can run these; never attempt a grant) — 6 skills, triggered by two different metadata flags:

    • MayTriggerReload=true on all four codegen-to-disk skills: qframework_generate_architecture_code, qframework_generate_architecture_code_batch, qframework_generate_view_controller_code, qframework_generate_ui_panel_code.
    • RiskLevel="high" on qframework_build_asset_bundles (also LongRunning=true, SupportsDryRun=false — blocks the Editor main thread for the build duration) and qframework_clear_asset_bundles (also Operation=Delete — deletes AssetBundles/ and StreamingAssets/AssetBundles/ outright).

    This is stricter than a plain "write skill needs a grant" reading: the four codegen skills are not just gated behind a grant, they are unreachable under Approval and Auto — Bypass or Allowlist only.

Two-phase code generation protocol. qframework_generate_view_controller_code and qframework_generate_ui_panel_code write .cs/.Designer.cs files synchronously and return pendingCompile: true before compilation happens. The generated component is attached to the GameObject (view controller case) only later, by a [DidReloadScripts] callback that fires after the next domain reload. After calling either skill, poll compile status (script_get_compile_feedback / debug_get_errors) before re-inspecting the GameObject or prefab — a 503/busy response from the service during that window is expected, not a failure. The two skills name their Designer-file output field differently — expectedDesignerScriptPath on the view-controller skill, expectedDesignerPath on the UI-panel skill — this is deliberate, not a typo; don't assume the same key works for both.

This module declares no RequiresPackages. QFramework has no real UPM package id, so tagging skills with RequiresPackages=["QFramework"] would only make PackageManagerHelper.IsPackageInstalled("QFramework") permanently return false and demote every QFramework skill -5 in /skills/recommend scoring regardless of actual install state — dotween sets the same precedent for non-UPM distributions. The MISSING_PACKAGE gate is entirely reflection-driven: every skill (except qframework_get_status) probes its own anchor API (QType(...)) at call time and returns a structured MISSING_PACKAGE error naming the exact missing type/member when it can't resolve.

Toolkits vs. core-only install. qframework_get_status.installKind is "toolkits", "coreOnly", or "none". On "coreOnly" (single-file QFramework.cs), architecture codegen, UIKit, ResKit and LocaleKit skills still report MISSING_PACKAGE — those anchor types only ship with the Toolkits.

Skills

Status & Discovery (3)
qframework_get_status

Report install kind (Toolkits vs. core-only vs. none), detected assemblies, package version, editor locale, and ResKit SimulationMode. Works with or without QFramework installed — call this first. Parameters: None Returns: installed, installKind, assemblies, version, editorLocaleIsCN, simulationMode

qframework_scan_architecture

Scan loaded assemblies (excluding QFramework's own assemblies and system assemblies) for non-abstract types implementing IArchitecture / ISystem / IModel / ICommand(<T>) / IQuery<T> / IController. Read-only type metadata inspection; does not enter Play Mode. Parameters: None Returns: architectures, systems, models, commands, queries, controllers, totalCount

qframework_query_api_docs

Search QFramework's built-in API documentation attributes (ClassAPIAttribute/MethodAPIAttribute/PropertyAPIAttribute + APIDescriptionCN/EN + APIExampleCode) across loaded assemblies.

ParameterTypeRequiredDefaultDescription
searchstringNonullSubstring match against class full name, DisplayMenuName, or member names (case-insensitive)
groupNamestringNonullFilter by ClassAPIAttribute.GroupName (exact, case-insensitive)
classNamestringNonullFilter by type name or DisplayClassName substring
limitintNo50Max classes returned, clamped to [1, 500]

Returns: count, truncated, classes

Architecture CodeGen (4)
qframework_list_architecture_code_types

List ArchitectureCodeType values (Architecture/System/Model/Command/Utility/Query) with whether each supports interface generation and its Architecture registration method name. Parameters: None Returns: count, types

qframework_preview_architecture_code

Preview the architecture-layer code ArchitectureCodeGenerator.CreatePreview would generate for a name, without writing any file.

ParameterTypeRequiredDefaultDescription
codeTypestringYes-ArchitectureCodeType name — Architecture/System/Model/Command/Utility/Query
inputNamestringYes-Base name for the generated type
namespaceNamestringYes-Namespace for the generated code
outputRootstringYes-Output root passed to CreatePreview
generateInterfaceboolNofalseAlso generate the matching interface (only meaningful where SupportsInterfaceGeneration is true)

Returns: isValid, error, codeType, className, namespaceName, assetPath, code. On isValid: false, the response also carries a hint field — ArchitectureCodeGenerator's own validation message (error) is QFramework's hardcoded upstream text and may be in Chinese (e.g. "请输入名字"); hint is a fixed English annotation pointing at which of codeType/inputName/namespaceName/outputRoot to check.

qframework_generate_architecture_code

Generate architecture-layer code to disk via CreatePreview + Generate. Refuses to overwrite an existing file at the target path. NeverInSemi (MayTriggerReload=true) — Bypass or Allowlist only.

Same parameters as qframework_preview_architecture_code (codeType, inputName, namespaceName, outputRoot required; generateInterface optional, default false). Returns: success, error, assetPath, codeType, className. Failure responses also add hint: the same upstream-validation annotation as qframework_preview_architecture_code when CreatePreview itself rejects the input, or a fixed note that QFramework's file-exists error means it refused to overwrite existing code when Generate fails after a valid preview.

qframework_generate_architecture_code_batch

Generate multiple architecture-layer code files in one request. NeverInSemi (MayTriggerReload=true).

ParameterTypeRequiredDefaultDescription
itemsstringYes-JSON array of {codeType, name, namespaceName, outputRoot, generateInterface}

Returns: totalItems, successCount, failCount, results

UIKit CodeGen & Settings (4)
qframework_generate_view_controller_code

Generate the bound-view code for a GameObject's ViewController component via CodeGenKit.Generate(IBindGroup). Writes .cs/.Designer.cs immediately and returns before compilation — see the two-phase protocol in Guardrails. NeverInSemi (MayTriggerReload=true). Target GameObject must already carry a ViewController component (or subclass) with ScriptsFolder and ScriptName set.

ParameterTypeRequiredDefaultDescription
namestringNo*nullGameObject name (exact match first, then substring)
instanceIdintNo*0Legacy Unity instance ID (Unity < 6000.4)
pathstringNo*nullHierarchy path, e.g. Canvas/Panel/Target
tagstringNo*nullGameObject tag
componentTypestringNo*nullFind the first GameObject carrying this component type
entityIdstringNo*nullUnity EntityId (Unity 6000.4+, preferred)

*At least one of the six is required. Lookup priority: entityId > instanceId > path > name (exact, then substring) > tag > componentType, per GameObjectFinder.Find. Returns: pendingCompile, error, expectedScriptPath, expectedDesignerScriptPath, className, namespaceName, scriptsFolder

qframework_generate_ui_panel_code

Generate UIKit panel + Designer code for a UI prefab via UICodeGenerator.DoCreateCode. The target must already be a regular (or variant) Prefab asset — QFramework silently no-ops for anything else, so this skill pre-validates and reports a real error instead. UICodeGenerator writes <Panel>.cs only if it doesn't already exist but always rewrites <Panel>.Designer.cs; this skill snapshots the Designer file either way (modified-before snapshot if it already existed, created-asset snapshot if it's new), so workflow_* undo covers both files. NeverInSemi (MayTriggerReload=true).

ParameterTypeRequiredDefaultDescription
prefabPathstringYes-Project-relative path to a regular/variant Prefab asset, e.g. Assets/Art/UIPrefab/LoginPanel.prefab

Returns: pendingCompile, error, expectedScriptPath, expectedDesignerPath, prefabPath, uiScriptDir, uiPrefabDir, namespaceName

qframework_get_uikit_settings

Read UIKit project settings (Assets/QFrameworkData/ProjectConfig/ProjectConfig.json) — default namespace, UI script/prefab output directories, and the assembly names UICodeGenerator searches for bind types. Parameters: None Returns: namespaceName, uiScriptDir, uiPrefabDir, assemblyNamesToSearch, isDefaultNamespace

qframework_set_uikit_settings

Write UIKit project settings and persist to ProjectConfig.json. Only the parameters you pass are changed.

ParameterTypeRequiredDefaultDescription
namespaceNamestringNonullNew default namespace
uiScriptDirstringNonullNew UI script output directory
uiPrefabDirstringNonullNew UI prefab output directory
assemblyNamesToSearchstringNonullJSON array of assembly names — replaces the existing list, does not merge

Returns: changed, namespaceName, uiScriptDir, uiPrefabDir, assemblyNamesToSearch, isDefaultNamespace

ResKit AssetBundle (7)
Show full SKILL.md (952 more words)Show less
qframework_mark_asset_bundle

Mark or unmark a project folder as a ResKit AssetBundle via ResKitAssetsMenu.MarkAB. MarkAB itself toggles — this skill checks the current state first, so calling it repeatedly with the same marked value is a no-op (changed: false).

ParameterTypeRequiredDefaultDescription
folderPathstringYes-Project folder path to mark/unmark
markedboolNotrueDesired mark state

Returns: path, marked, assetBundleName, changed

qframework_mark_asset_bundle_batch

Mark or unmark multiple folders in one request.

ParameterTypeRequiredDefaultDescription
itemsstringYes-JSON array of {folderPath, marked}

Returns: totalItems, successCount, failCount, results

qframework_list_asset_bundle_marks

List every AssetBundle name registered in AssetDatabase with the asset paths assigned to each — includes AssetBundle names assigned outside ResKitAssetsMenu.MarkAB, not only ResKit-marked ones. Parameters: None Returns: count, assetBundles

qframework_get_reskit_build_options

Read ResKit build-time options: SimulationMode (ResKitEditorAPI.SimulationMode), and the two AssetBundle-build EditorPrefs toggles — append hash to bundle names, auto-generate the resource-name constant class. Parameters: None Returns: simulationMode, appendHash, autoGenerateClass

qframework_set_reskit_build_options

Set ResKit build-time options. simulationMode goes through ResKitEditorAPI.SimulationMode; appendHash/autoGenerateClass have no public setter in QFramework and are written directly to the EditorPrefs keys ResKitView itself reads (KEY_APPEND_HASH / KEY_AUTOGENERATE_CLASS) — the only write path QFramework exposes for them.

ParameterTypeRequiredDefaultDescription
simulationModeboolNonullResKitEditorAPI.SimulationMode
appendHashboolNonullAppend hash to AssetBundle names
autoGenerateClassboolNonullAuto-generate the resource-name constant class

Returns: changed, simulationMode, appendHash, autoGenerateClass

qframework_build_asset_bundles

Build AssetBundles for a build target via BuildScript.BuildAssetBundles. Output directory is fixed by QFramework to AssetBundles/<platform> at the project root, mirrored into StreamingAssets/AssetBundles/<platform> — not configurable. BLOCKS the Editor main thread for the build duration. NeverInSemi (RiskLevel="high", LongRunning=true, SupportsDryRun=false).

outputDir/streamingAssetsDir are always computed from EditorUserBuildSettings.activeBuildTarget, never from the requested buildTarget — QFramework's own BuildScript.BuildAssetBundles derives its output path from a private helper that reads activeBuildTarget directly and ignores the BuildTarget argument it's called with; the argument only steers the internal BuildPipeline.BuildAssetBundles compile step. If you pass a buildTarget that differs from the currently active platform, the response adds a warning field spelling this out — the build still runs against your requested buildTarget, but the files land under the active platform's directory. Switch the active build target first if you need the paths and the build to agree.

ParameterTypeRequiredDefaultDescription
buildTargetstringNonull (uses EditorUserBuildSettings.activeBuildTarget)UnityEditor.BuildTarget enum name

Returns: success, error, buildTarget, outputDir, streamingAssetsDir, elapsedSeconds. Adds warning (not in the declared Outputs — only present when buildTarget differs from the active platform) on success.

qframework_clear_asset_bundles

Delete all built ResKit AssetBundle output via ResKitEditorAPI.ForceClearAssetBundles — removes AssetBundles/ at the project root and StreamingAssets/AssetBundles. TracksWorkflow=false and not reversible — the delete happens at the filesystem level outside AssetDatabase, so there is no workflow snapshot to restore from; treat it as permanent. NeverInSemi (Operation=Delete, RiskLevel="high"). Parameters: None Returns: success, error, clearedDirs

Locale (2)
qframework_set_editor_locale

Set QFramework's editor UI locale via LocaleKitEditor.IsCN (backed by EditorPrefs key EDITOR_CN). Affects QFramework's own editor windows (ResKit, UIKit, etc.), not runtime localization.

ParameterTypeRequiredDefaultDescription
isCNboolYes-true = Chinese, false = English

Returns: isCN, changed

qframework_set_language_defines

Replace the LocaleKit LanguageDefineConfig.LanguageDefines list (Assets/QFrameworkData/LocaleKit/Resources/LanguageDefineConfig.asset). Creates the asset if it does not exist yet. Replaces the entire list — languages omitted from languages are dropped, not kept.

ParameterTypeRequiredDefaultDescription
languagesstringYes-JSON array of QFramework.Language enum names (mirrors UnityEngine.SystemLanguage), e.g. ["English","ChineseSimplified"]

Returns: error, languages, assetPath

DO NOT

These do not exist in this module — do not invent them:

  • qframework_audio_* — no AudioKit skills. AudioKit.Settings throws a NullReferenceException in pure editor context; it only initializes in Play Mode, so there is no safe editor-time surface to expose.
  • qframework_fsm_* / qframework_singleton_* / qframework_pool_* / qframework_table_* — FSM, SingletonKit, PoolKit and TableKit are purely runtime toolkits with no editor-time entry point; nothing in them is reachable from an Editor-side REST skill.
  • qframework_install — QFramework has no package manager entry to drive. Install the official unitypackage (Toolkits) or drop QFramework.cs into Assets/ (core only) by hand; there is no automated install path.
  • qframework_group_* / qframework_entry_* — that's the addressables module's Groups vocabulary, not QFramework's.
  • No _batch variant for UIKit settings, ResKit build options, or Locale skills — only architecture codegen (qframework_generate_architecture_code_batch) and AssetBundle marking (qframework_mark_asset_bundle_batch) have batch forms.

Routing:

  • Architecture/UIKit/ResKit/LocaleKit editor automation → this module.
  • QFramework architecture design rules (four-layer responsibilities, Command/Query/Event/BindableProperty patterns, IOCContainer vs. Toolkits IOCKit) → qframework-design — advisory, no REST skills, load it before writing or reviewing architecture code.
  • Runtime hot-update / bundle loading unrelated to QFramework's own AssetBundle marking → this module only covers ResKit's own build/mark/clear; general Addressables authoring is addressables.

Reflection Anchors

Every skill resolves these by fully-qualified name via SkillsCommon.FindTypeByName, which searches all loaded assemblies. Verified against QFramework v1.0.257 (liangxiegame/QFramework, 2026-08 snapshot).

Known assemblies (Toolkits install; qframework_get_status.assemblies reports whichever are loaded): QFramework, QFramework.CoreKit, UIKit, UIKit.Editor, ResKit, ResKit.Editor, AudioKit.

Skill(s)Reflected anchor type(s)
qframework_get_statusQFramework.IArchitecture (core presence); QFramework.ArchitectureCodeGenerator / QFramework.UIKitSettingData / QFramework.ResKitEditorAPI (any one present ⇒ Toolkits)
qframework_list_architecture_code_types, qframework_preview_architecture_code, qframework_generate_architecture_code(_batch)QFramework.ArchitectureCodeGenerator, QFramework.ArchitectureCodeType
qframework_generate_view_controller_codeQFramework.ViewController, QFramework.CodeGenKit, QFramework.IBindGroup
qframework_generate_ui_panel_codeQFramework.UICodeGenerator, QFramework.UIKitSettingData
qframework_get_uikit_settings / _set_uikit_settingsQFramework.UIKitSettingData (.Load() / .Save())
qframework_mark_asset_bundle(_batch), qframework_list_asset_bundle_marksQFramework.ResKitAssetsMenu (Marked, MarkAB)
qframework_get_reskit_build_options / _set_reskit_build_optionsQFramework.ResKitEditorAPI (SimulationMode), QFramework.ResKitView (KEY_APPEND_HASH, KEY_AUTOGENERATE_CLASS)
qframework_build_asset_bundlesQFramework.BuildScript (BuildAssetBundles(BuildTarget)), QFramework.AssetBundlePathHelper (GetPlatformForAssetBundles)
qframework_clear_asset_bundlesQFramework.ResKitEditorAPI (ForceClearAssetBundles)
qframework_scan_architectureQFramework.IArchitecture, ISystem, IModel, ICommand, ICommand\1, IQuery`1, IController`
qframework_query_api_docsQFramework.ClassAPIAttribute, MethodAPIAttribute, PropertyAPIAttribute, APIDescriptionCNAttribute, APIDescriptionENAttribute, APIExampleCodeAttribute
qframework_set_editor_localeQFramework.LocaleKitEditor (IsCN)
qframework_set_language_definesQFramework.LanguageDefineConfig (Default, Save), QFramework.LanguageDefine, QFramework.Language

Version Scope

  • Target: QFramework v1.0.257 (liangxiegame/QFramework, 2026-08 snapshot). All type names, member names and signatures above are taken from that source.
  • No package id. QFramework ships as a unitypackage (Toolkits) or single-file QFramework.cs, not a UPM package — there is no version negotiation through Package Manager. qframework_get_status.version is read from Assets/QFramework/Framework/PackageVersion.json, which only exists on a standard Toolkits install layout; relocated or single-file installs report version: null.
  • Older/newer versions still work for anything whose members resolve; unresolved members are reported by name via MISSING_PACKAGE (error names the exact anchor API), not silently skipped.

Exact Signatures

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

Open the folder on GitHubat commit 12a40e4

Compare with similar skills

Unity Qframework 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 Qframework compared with similar skills
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iOS App Store SubmitZestfulPulse/ios-app-store-submit142—~4.7kAutomated safety check: PassMIT
Release Swiftrobinebers/openusage4.3k—~1.6kAutomated safety check: PassMIT
Tusk ReleaseShape-Machine/tusk-macos126—~822Automated safety check: PassCustom licence
Publish Releasefetch-rewards/swift-mocking100—~671Automated safety check: PassMIT

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  • 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
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  • Unity Behavior

    Besty0728/Unity-Skills

    Drive Unity Behavior behavior graphs and blackboard variables

    1.8k GitHub stars~3k tokensUpdated yesterday
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  • 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
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Works with

Questions about Unity Qframework

What does Unity Qframework do?

Editor automation for QFramework (github.com/liangxiegame/QFramework) — architecture-layer code generation (Architecture/System/Model/Command/Utility/Query via ArchitectureCodeGenerator)…. Unity Qframework is an agent skill from Besty0728/Unity-Skills.

When should I use Unity Qframework?

Unity Qframework fits situations like: tasks that involve iOS development; tasks that involve Technical documentation.

How do I install Unity Qframework in Claude Code?

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

How do I install Unity Qframework in Codex?

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

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

What does Unity Qframework need to run?

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

Does Unity Qframework access the network?

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

Is Unity Qframework 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 Qframework use?

Unity Qframework 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 Qframework use?

About 6.4k tokens (SKILL.md is roughly 26k 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 Qframework?

Skills that share tags, products or a category with Unity Qframework: Capture Usage4claude Screenshots (f-is-h/Usage4Claude, 400 stars), iOS App Store Submit (ZestfulPulse/ios-app-store-submit, 142 stars), Release Swift (robinebers/openusage, 4.3k stars) and Tusk Release (Shape-Machine/tusk-macos, 126 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Unity Qframework?

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.