Agent skill

Unity YAML Editing

by Besty0728 in Besty0728/Unity-Skills

Last-resort guidance for safely hand-editing Unity YAML. An agent skill from Besty0728/Unity-Skills.

MITAuto-check passedGame Development

Install Unity YAML Editing

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

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

GitHub CLI
$ gh skill install Besty0728/Unity-Skills unity-yaml-editing --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/yaml-editing' .claude/skills/unity-yaml-editing && 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-yaml-editing
GitHub stars
1.8k
Token cost
~1.9k tokens
SKILL.md length
1,033 words
Files
1
Skills in repo
82
Repo updated
First seen
Licence
MIT

At a glance

Last-resort guidance for safely hand-editing Unity YAML. An agent skill from Besty0728/Unity-Skills.

  • Works in 4 steps: Reference / fileID repair → .meta / GUID safety → ProjectSettings patch → …
  • Game Development work in your project
  • SKILL.md covers Triggers, When To Load / When NOT, Core Concepts and Coverage Scenarios, plus 2 more sections
  • Calls python

What it does

Unity YAML Editing is an agent skill from Besty0728/Unity-Skills. Last-resort guidance for safely hand-editing Unity YAML

Its SKILL.md is about 1.9k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

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

When your agent uses it

  • Game Development work in your project

Example prompts

  • “/unity-yaml-editing”

Requirements

  • Python 3

Workflow steps

4 steps, taken from the step headings in SKILL.md.

  1. Reference / fileID repair
  2. .meta / GUID safety
  3. ProjectSettings patch
  4. Merge conflict assistance

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

    Shell commands in SKILL.md call:

    • python

    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 YAML Editing loads about 1.9k tokens when it runs. Until then it costs about 19 tokens; SKILL.md has 1,033 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~19
When it runs · the whole SKILL.md, loaded when a task matches
~1.9k

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). 1,033 words, ~1,875 tokens.

Download SKILL.mdSave it as .claude/skills/unity-yaml-editing/SKILL.md (or your agent's skills folder).
name
unity-yaml-editing
description
Last-resort guidance for safely hand-editing Unity YAML

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

  • Hand-editing YAML when REST cannot reach
  • Fixing m_Script GUIDs or broken fileID references
  • Fixing .meta files or merge conflicts
  • REST 无法触达时手编 YAML、修复 m_Script GUID 或断裂 fileID 引用、修复 .meta 文件或合并冲突

YAML Editing - Safe Hand-Edit Rules

Advisory module. This is operational guidance for directly editing Unity serialized YAML text when the REST skills (and the Editor itself) cannot do the job. Hand-editing YAML is the last resort, not a shortcut.

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

When To Load / When NOT

Prefer REST first. For normal object/asset work, use the REST skills — they keep serialization valid for you:

  • GameObjects / components → gameobject_*
  • Prefabs → prefab_*
  • ScriptableObjects → scriptableobject_*
  • Scenes → scene_*
  • Importers → importer_*
  • Graphics / rendering → graphics_*

Only hand-edit YAML when REST cannot reach, i.e. one of:

  1. Compile failure — a script fails to compile, so the Editor cannot deserialize the component. Editor/REST APIs are unavailable; the only level left is the YAML text.
  2. .meta files — no REST skill touches .meta; GUID and importer fields live only in text.
  3. Hidden ProjectSettings fields — many ProjectSettings/*.asset fields have no public API or REST surface.
  4. Merge conflicts — REST runs sequentially and cannot perform a 3-way merge of .unity / .prefab.

If none of these apply, stop and use REST. Do not hand-edit YAML for convenience.

Core Concepts

  • Object block / anchor: every serialized object is a block headed by --- !u!<classID> &<fileID>. <classID> is the Unity type id (e.g. 1 = GameObject, 4 = Transform, 114 = MonoBehaviour). <fileID> is the object's anchor, unique within this file.
  • GUID vs fileID:
    • GUID = asset-level identity, a 32-char hex string, stored in the asset's .meta. Identifies the whole asset (a script, prefab, texture, ...).
    • fileID = sub-object identity inside a file (a specific component, the specific MonoBehaviour script class, ...).
  • Serialized reference: a cross-object/asset reference is {fileID: N, guid: H, type: T}. guid is omitted for same-file references ({fileID: N}).
  • m_Script: a MonoBehaviour points at its script via m_Script: {fileID: 11500000, guid: <scriptGUID>, type: 3}. fileID: 11500000 is the conventional MonoScript fileID; guid is the .cs file's GUID from its .meta; type: 3 means the reference targets an asset on disk. A wrong guid/fileID here is exactly what produces a "missing script / missing component".

Coverage Scenarios

1. Reference / fileID repair

When: a script was renamed or moved, so a prefab/scene m_Script guid/fileID no longer resolves; or a compile failure left a component as Missing and you must locate, delete, or re-point it at the YAML level (the Editor cannot deserialize a broken component, so REST/Editor API is unavailable).

How: read the script's current GUID from its .cs.meta. In the prefab/scene, find the offending m_Script: {fileID: 11500000, guid: ..., type: 3} and set guid to the correct value (keep fileID: 11500000, type: 3). To delete a Missing component, remove its whole --- !u!114 &<fileID> block and the matching {component: {fileID: <fileID>}} entry under the owner GameObject's m_Component list — leaving one without the other corrupts the file.

Danger: deleting the object block but not its m_Component reference (or vice versa) breaks the GameObject; changing a fileID that other objects reference orphans those references.

Show full SKILL.md (471 more words)Show less
2. .meta / GUID safety

When: a .meta GUID looks like a pseudo-random GUID and risks third-party collision, or you must edit an importer field that REST does not expose.

How: for pseudo-GUID detection and the uuid4 repair flow, reuse /metacheck — it documents 5 pseudo-GUID heuristics (consecutive hex runs, interleaved increment, repeated chars, literal abcdef, wrong length), the uuid4 regeneration step, and the ValidationSkills.cs.meta collision lesson. Do not re-derive that here. Generate replacement GUIDs with python -c "import uuid; print(uuid.uuid4().hex)", never by hand.

Danger: changing a GUID without updating every reference. Before changing any GUID, grep the whole project for that GUID (.asset / .prefab / .unity / .meta) and update every reference point in the same change. Run /metacheck for a full GUID health audit before/after.

3. ProjectSettings patch

When: you need a ProjectSettings/*.asset field (YAML) that REST does not expose — e.g. a specific physics layer / collision matrix entry, or a hidden QualitySettings value.

How: git-back up (or confirm a clean tree) first, locate the exact field by key, change only its value, then let Unity reload and re-serialize to validate. Confirm the change round-trips (Unity rewriting the file the same way) rather than reverting or reformatting it.

Danger: editing collision-matrix or enum-backed fields by guessing the encoding can silently break settings; always verify Unity accepts the value on reload.

4. Merge conflict assistance

When: a .unity / .prefab has Git conflict markers and you must resolve them.

How: Unity YAML is line-mergeable because each object is an independent --- !u!<classID> &<fileID> block. Resolve per-block: for a block changed on only one side, take that side; for the same block changed on both sides, do a true 3-way merge of the conflicting fields. After resolving, ensure every fileID/guid referenced still has a defining block.

Danger: blindly accepting one side (--theirs/--ours) drops objects added on the other side or leaves dangling references. Never resolve by deleting whole conflict regions without checking the fileID references inside them.

Hard Rules

  • Back up first: confirm a clean git tree (or commit/stash) before any YAML edit, so you can diff and revert.
  • Don't touch structure unless repairing references: change values only; do not renumber or reorder anchor/fileID unless the explicit task is reference repair.
  • Re-import to validate: after editing, trigger a Unity reimport/reload and confirm no new errors and the file round-trips.
  • GUIDs are uuid4, never hand-written: python -c "import uuid; print(uuid.uuid4().hex)".
  • Dry-run before bulk edits: grep the impact set first; know exactly how many references a change touches before making it.
  • Change a GUID → change every reference: a GUID edit is not done until all referencing files are updated in the same change.

Routing

  • If a REST skill can do it, use REST — gameobject_* / prefab_* / scriptableobject_* / scene_* / importer_* / graphics_* — and do not hand-edit.
  • GUID health audit / pseudo-GUID detection / uuid4 repair → /metacheck.
  • After editing skill docs or for doc/code consistency → /skillcheck.

© 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/yaml-editing of Besty0728/Unity-Skills.

Open the folder on GitHubat commit ec8aa7c

Compare with similar skills

Unity YAML Editing 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 YAML Editing compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Unity YAML Editing this skillBesty0728/Unity-Skills1.8k—~1.9kAutomated safety check: PassMIT
Image to Three.js Modelimg2threejs/img2threejs18k1 repos~8.2kAutomated safety check: PassApache-2.0
Web CloneJane-xiaoer/claude-skill-web-clone1k2 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.4k—~2.2kAutomated safety check: PassMIT
Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0

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Questions about Unity YAML Editing

What does Unity YAML Editing do?

Last-resort guidance for safely hand-editing Unity YAML. An agent skill from Besty0728/Unity-Skills. Unity YAML Editing is an agent skill from Besty0728/Unity-Skills.

When should I use Unity YAML Editing?

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

How do I install Unity YAML Editing in Claude Code?

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

How do I install Unity YAML Editing in Codex?

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

Can I use Unity YAML Editing 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-yaml-editing -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-yaml-editing, .gemini/skills/unity-yaml-editing, .github/skills/unity-yaml-editing and .opencode/skills/unity-yaml-editing in your project.

What does Unity YAML Editing need to run?

Going by SKILL.md and its folder, Unity YAML Editing needs the command-line tools its instructions call (python). Our summary lists: Python 3.

Does Unity YAML Editing 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 YAML Editing 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 YAML Editing use?

Unity YAML Editing 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 YAML Editing use?

About 1.9k tokens (SKILL.md is roughly 7.5k 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 YAML Editing?

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

Who maintains Unity YAML Editing?

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.