Agent skill

Unity Qframework Design

by Besty0728 in Besty0728/Unity-Skills

Source-anchored design rules for QFramework v1.0.257 covering the four-layer architecture (Controller/System/Model/Utility), Command/Query/Event/BindableProperty core tools, and the CoreKit-family…

MITAuto-check passedGame Development

Install Unity Qframework Design

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

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

GitHub CLI
$ gh skill install Besty0728/Unity-Skills unity-qframework-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/qframework-design' .claude/skills/unity-qframework-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-qframework-design
GitHub stars
1.8k
Token cost
~2k tokens
SKILL.md length
483 words
Files
8
Skills in repo
82
Repo updated
First seen
Licence
MIT

At a glance

Source-anchored design rules for QFramework v1.0.257 covering the four-layer architecture (Controller/System/Model/Utility), Command/Query/Event/BindableProperty core tools, and the CoreKit-family…

  • Tasks that involve iOS development
  • SKILL.md covers Triggers, When to Load This Module, Critical Rule Summary and Sub-doc Routing, plus 3 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Unity Qframework Design is an agent skill from Besty0728/Unity-Skills. Source-anchored design rules for QFramework v1.0.257 covering the four-layer architecture (Controller/System/Model/Utility), Command/Query/Event/BindableProperty core tools, and the CoreKit-family toolkits (UIKit/ResKit/ActionKit/PackageKit), distilled from QFramework.cs source and the official Doc.md tutorial with every rule citing a file/line anchor to guard against stale-memory hallucination.

Its SKILL.md is about 2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 7 other files (for example `ACTIONKIT.md`, `BINDABLE_QUERY.md` and `CODEGEN_UIKIT.md`).

It sits in Game Development, covering iOS development. 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

Example prompts

  • “/unity-qframework-design”

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.

    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 Design loads about 2k tokens when it runs. Until then it costs about 106 tokens; SKILL.md has 483 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~106
When it runs · the whole SKILL.md, loaded when a task matches
~2k

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). 483 words, ~2,040 tokens.

Download SKILL.mdSave it as .claude/skills/unity-qframework-design/SKILL.md (or your agent's skills folder). This skill also uses 7 other files; get the full folder from GitHub.
name
unity-qframework-design
description
Source-anchored design rules for QFramework v1.0.257 covering the four-layer architecture (Controller/System/Model/Utility), Command/Query/Event/BindableProperty core tools, and the CoreKit-family toolkits (UIKit/ResKit/ActionKit/PackageKit), distilled from QFramework.cs source and the official Doc.md tutorial with every rule citing a file/line anchor to guard against stale-memory hallucination.

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 QFramework architecture code (Controller/System/Model/Utility)
  • Registering Systems/Models/Utilities, sending Commands/Queries/Events
  • Binding BindableProperty / BindableList / BindableDictionary in views
  • Choosing between the core IOCContainer and the Toolkits IOCKit, or between architecture events and EasyEvent
  • 编写或审查 QFramework 架构代码、四层职责划分、Command/Query/Event/BindableProperty 使用、核心容器与 Toolkits 容器选型

QFramework - Design Rules(v1.0.257)

Advisory 模块。全部规则提炼自 QFramework 官方源码与教程:

  • QFramework.cs(核心架构单文件源码,仓库根目录 QFramework.cs,内部注释标注 Latest Update: 2026.8.12 return module instance after register)
  • Doc.md(官方教程全文,8820 行,仓库根目录 Doc.md)
  • QFramework API.md(核心层签名索引;Toolkits 无覆盖,且截至本次抓取仍未同步 2026-08-12 的返回值变更)

每条规则都标注具体文件/行号(行号对应上游 liangxiegame/QFramework 主仓库 v1.0.257 快照;Toolkits 源码位于 QFramework.Unity2018+/Assets/QFramework/),遇到分歧以 QFramework.cs 源码为准,Doc.md/API.md 仅供交叉印证——教程本身可能滞后于源码。正文中文,API 名/代码保持英文。

Mode: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).

When to Load This Module

生成或审查以下任意一项之前先加载:

  • Architecture<T> 子类的 Init() 启动逻辑、RegisterSystem/RegisterModel/RegisterUtility 调用
  • IController / ISystem / IModel / IUtility 接口实现,或给这些接口增删 ICan* 能力接口
  • SendCommand / SendQuery / SendEvent / RegisterEvent 调用,ICommand / ICommand<TResult> / IQuery<TResult> 实现
  • BindableProperty<T> / BindableList<T> / BindableDictionary<TKey,TValue> 的声明、Register/RegisterWithInitValue/Comparer 使用
  • TypeEventSystem / EasyEvent 系列的注册与手动注销
  • 覆写 Architecture<T>.ExecuteCommand 做 Command 拦截(日志/中间件/撤销/自动化测试)
  • 判断某个数据该放 Model 还是留在 MonoBehaviour 局部
  • 在 QFramework.cs 自带的 IOCContainer 与 Toolkits CoreKit.IOCKit(IQFrameworkContainer + [Inject])之间选型
  • Toolkits 安装形态确认(unitypackage 导入 Assets/,无 UPM)、版本号核对

Critical Rule Summary

#RuleSource anchor
1RegisterSystem<T>/RegisterModel<T>/RegisterUtility<T> 返回注册的实例本身(不再是 void),自 2026-08-12 起生效;IArchitecture 接口已声明 TSystem/TModel/TUtility 返回类型。官方 Doc.md 全部教程示例(含"用接口设计模块"一节 2408-2422 行)仍是丢弃返回值的旧写法,是过时示例,不代表当前推荐用法QFramework.cs:43,45,47,132-163
2四层接口:IController(226) ISystem(235) IModel(264) IUtility(291);ICommand(299) / ICommand<TResult>(305);IQuery<TResult> 只有泛型形式,没有非泛型 IQuery(342)QFramework.cs:226,235,264,291,299,305,342
3分层通用规则:IController 改 System/Model 状态必须走 Command;System/Model 通知上层必须用 Event 或 BindableProperty;上层可直接获取下层,下层不能获取上层;Command/Query 不能有状态。规则是"理想状态",作者原话允许按需放宽(如给 IController 追加 ICanSendEvent)Doc.md:2682-2820(放宽原话 2791,改接口示例 2793-2805)
4判断数据是否该放 Model:时间上共享(跨启动持久化)、物理上共享(跨界面/跨场景常驻内存)、配置表三类才放 Model;反例——敌人生命不放 Model,交给敌人脚本自己管理Doc.md:4051-4077(反例 4064-4066)
5BindableProperty<T>.Value setter 靠 Comparer 判等后再触发事件;ComparerAutoRegister([RuntimeInitializeOnLoadMethod])已为 int/float/string/Vector2-4/Color/Quaternion 等类型把默认 Equals 换成 ==。Register 只订阅后续变化,RegisterWithInitValue 会先用当前值回调一次QFramework.cs:711,762-789,740-749
6BindableList<T> / BindableDictionary<TKey,TValue> 是 2024-09-18/19 才加的 Toolkits 附加工具(_CoreKit/BindableKit/,不在 QFramework.cs 单文件里),边缘工具而非核心概念;作者原话承认不知道 BindableDictionary 能用在什么场景——按需评估,不要当成默认选型。BindableList 索引器赋值只触发 OnReplace,Move 只触发 OnMove(都不会连带 OnAdd/OnRemove)Doc.md:8438-8592,8593-8712(原话 8595);BindableList.cs:38-115,BindableDictionary.cs:17-44
7事件工具三选一:TypeEventSystem(跨对象、支持接口继承事件、适合通用系统)/EasyEvent(脱离架构、更轻量、无字段名)/架构内建 SendEvent(基于 TypeEventSystem 实例)。手动注销必须用具名方法(匿名委托无法 -=);UnRegisterWhenCurrentSceneUnloaded() 无需传 GameObject,换场景即自动清空;事件类型建议用 struct 减少 GCDoc.md:3305-3461(小结 3440-3461),QFramework.cs:610-611,624-641
8Command 拦截:覆写 Architecture<T>.ExecuteCommand(ICommand)(前后各插一段逻辑)可做日志/中间件/撤销/自动化测试,官方源码默认实现只是直接 command.Execute()Doc.md:3137-3186,QFramework.cs:183-187
9两套容器不要混淆:核心 IOCContainer(Dictionary<Type,object>,仅单例注册/获取,Architecture<T> 内部私有持有一份,无反射);Toolkits CoreKit.IOCKit(IQFrameworkContainer/QFrameworkContainer)是完全独立的反射式依赖注入实现——支持类型映射、命名注册、关系映射、按 [Inject] 特性做字段/属性注入、按参数最多的公开构造函数自动解析依赖——不在 QFramework.cs 源文件里核心:QFramework.cs:130,647-684;Toolkits:IOCKit.cs:19-31,33-136,141,239-263,315-358(_CoreKit/IOCKit/IOCKit.cs)
10Toolkits 安装形态:.unitypackage 导入 Assets/,没有 UPM 包;已装版本看 PackageKit 编辑器面板或安装目录下的 PackageVersion.json,GitHub/Gitee Release tag 会滞后于 PackageKit 实时源Doc.md:4178-4182;PackageData.cs:286(PackageVersion.json 写入路径,Toolkits 源码)
Show full SKILL.md (151 more words)Show less

Sub-doc Routing

Sub-docWhen to read
LAYERS.md四层接口与职责、通用规则与放宽方式、共享数据判据、Command 拦截、Architecture<T> 生命周期(InitArchitecture/Deinit)
BINDABLE_QUERY.mdBindableProperty(含 Comparer/RegisterWithInitValue)、BindableList/BindableDictionary、Command vs Query 的 CQRS 分工
EVENT_TOOLS.mdTypeEventSystem、EasyEvent 家族、IOCContainer(核心)vs IOCKit(Toolkits)、注销模式(UnRegisterWhenGameObjectDestroyed/UnRegisterWhenCurrentSceneUnloaded/IUnRegisterList)
CODEGEN_UIKIT.mdCodeGenKit 两阶段代码生成(Designer 覆盖规则、命名空间迁移、ScriptsFolder 不 fallback、ViewController 嵌套、OtherBinds)与 UIKit 界面工作流(面板开关/生命周期/Apply 选错 UIRoot 的硬坑/UIKitSettingData 配置)
RESKIT.mdResKit 资源方案:AssetBundle 标记粒度、场景独占 AB、模拟/非模拟模式、ResLoader 引用计数语义、构建输出目录、AB 跨包 Prefab 依赖的 Unity 官方 bug
ACTIONKIT.mdActionKit 链式动作序列(Delay/Sequence/Parallel/Repeat/Condition、全局生命周期、TimeScale 与场景切换)、SingletonKit 六种单例选型、AudioKit 三通道与纯编辑态访问 Settings 会 NPE 的陷阱、ScreenTransition
DATA_KITS.mdFSMKit(链式 vs 类模式)、TableKit(联合查询与内部基础设施定位)、PoolKit(两种池语义差异)、GridKit/DynaGrid

Routing to Other Modules

  • REST 端点/操作层面的 QFramework 技能调用 → 加载并行编写的 qframework REST 模块(本模块只覆盖设计规则,不覆盖 REST 参数)
  • 与 UniTask/协程的桥接(ActionKit 序列 vs async)→ unitask-design / async
  • 整体架构分层评审、状态管理选型 → architecture / patterns
  • 事件/BindableProperty 高频触发场景的性能评审 → performance
  • ResKit 底层如走 Addressables 的资源生命周期 → addressables-design
  • Asmdef 布局(QFramework.cs 与 Toolkits 分别装配)→ asmdef

Version Scope

锚定 v1.0.257(QFramework.cs 内部注释最后更新 2026-08-12,本模块 2026-08 抓取)。

  • QFramework.cs 是单文件核心架构,版本号不随 Toolkits 独立发布,跟随 GitHub/Gitee 主仓库 tag。
  • Toolkits(CoreKit/UIKit/ResKit/ActionKit/AudioKit/PackageKit…)版本以 PackageKit 面板/PackageVersion.json 为准,可能领先于本模块引用的 unitypackage 快照。
  • 关键分水岭:RegisterSystem/RegisterModel/RegisterUtility 返回值语义在 2026-08-12 从 void 改为返回实例——凡是引用早于此版本的第三方教程或历史代码,示例可能与当前源码签名不符,以 QFramework.cs 为准。

当有疑问时,去读源码引用的行号,而不是凭记忆或凭教程旧例。

Known Gaps

  • LocaleKit 官方教程零覆盖:Doc.md 全篇只在工具清单里一句话提到 LocaleKit("本地化&多语言工具集"),没有任何用法示例或 API 说明。从源码看它当前主要是编辑器内 CN/EN 显示开关(LocaleKitEditor.IsCN,EditorPrefs 键 EDITOR_CN)加一份语言定义 ScriptableObject(LanguageDefineConfig),并不是面向游戏运行时文本的完整多语言方案,与其自我描述有落差。需要运行时本地化时不要假设 LocaleKit 能直接胜任,先读源码确认。
  • FluentAPI 方法清单未逐条收录:_CoreKit/FluentAPI/ 覆盖 GameObject/Transform/Camera/Color/Graphic/Vector/RectTransform 及 C# 基础类型的大量链式扩展,数量过大未在本模块展开;用到时按目标类型去对应源文件查。

© 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 7 other files in SkillsForUnity/unity-skills~/skills/qframework-design of Besty0728/Unity-Skills.

  • SKILL.md
  • ACTIONKIT.md
  • BINDABLE_QUERY.md
  • CODEGEN_UIKIT.md
  • DATA_KITS.md
  • EVENT_TOOLS.md
  • LAYERS.md
  • RESKIT.md

Open the folder on GitHubat commit 15a1925

Compare with similar skills

Unity Qframework Design 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.

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Questions about Unity Qframework Design

What does Unity Qframework Design do?

Source-anchored design rules for QFramework v1.0.257 covering the four-layer architecture (Controller/System/Model/Utility), Command/Query/Event/BindableProperty core tools, and the CoreKit-family…. Unity Qframework Design is an agent skill from Besty0728/Unity-Skills.md tutorial with every rule citing a file/line anchor to guard against stale-memory hallucination.

When should I use Unity Qframework Design?

Unity Qframework Design fits situations like: tasks that involve iOS development.

How do I install Unity Qframework Design in Claude Code?

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

How do I install Unity Qframework Design in Codex?

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

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

What does Unity Qframework Design need to run?

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

Does Unity Qframework Design 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 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 Qframework Design use?

Unity Qframework 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 Qframework Design use?

About 2k tokens (SKILL.md is roughly 8.2k 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 Design?

Skills that share tags, products or a category with Unity Qframework Design: Scenario Unity Mobile (scenario-labs/skills, 931 stars), iOS Hig Design Guide (davepoon/buildwithclaude, 3.6k stars), AppsFlyer Unity Plugin API Change (AppsFlyerSDK/appsflyer-unity-plugin, 178 stars) and AppsFlyer Unity SDK Version Bump (AppsFlyerSDK/appsflyer-unity-plugin, 178 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Unity Qframework Design?

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.