Agent skill

Unity Yooasset Design

by Besty0728 in Besty0728/Unity-Skills

Source-anchored design rules for YooAsset v2.3.18. An agent skill from Besty0728/Unity-Skills.

MITAuto-check passedGame Development

Install Unity Yooasset Design

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

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

GitHub CLI
$ gh skill install Besty0728/Unity-Skills unity-yooasset-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/yooasset-design' .claude/skills/unity-yooasset-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-yooasset-design
GitHub stars
1.8k
Token cost
~2.8k tokens
SKILL.md length
973 words
Files
9
Skills in repo
82
Repo updated
First seen
Licence
MIT

At a glance

Source-anchored design rules for YooAsset v2.3.18. An agent skill from Besty0728/Unity-Skills.

  • Game Development work in your project
  • 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 Yooasset Design is an agent skill from Besty0728/Unity-Skills. Source-anchored design rules for YooAsset v2.3.18

Its SKILL.md is about 2.8k tokens, which your agent loads only when the skill is triggered. The skill folder holds 8 other files (for example `BUILD.md`, `FILESYSTEM.md` and `HANDLES.md`).

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

When your agent uses it

  • Game Development work in your project

Example prompts

  • “/unity-yooasset-design”

What it can do on your machine

Read from SKILL.md and the folder at commit 6ec5de2. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Unity Yooasset Design loads about 2.8k tokens when it runs. Until then it costs about 18 tokens; SKILL.md has 973 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~18
When it runs · the whole SKILL.md, loaded when a task matches
~2.8k

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 6ec5de2, republished under its MIT licence (© Besty0728). 973 words, ~2,830 tokens.

Download SKILL.mdSave it as .claude/skills/unity-yooasset-design/SKILL.md (or your agent's skills folder). This skill also uses 8 other files; get the full folder from GitHub.
name
unity-yooasset-design
description
Source-anchored design rules for YooAsset v2.3.18

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 YooAsset code
  • Initializing packages
  • Loading assets via handles
  • Setting up hot-update/download
  • Choosing a play mode
  • 编写或审查 YooAsset 代码、初始化 package、用句柄加载资源、配置热更/下载、选择运行模式

YooAsset - Design Rules

Advisory module. Every rule is distilled from YooAsset v2.3.18 (2025-12-04) source at Assets/YooAsset/. Each rule cites a concrete file/line so the reasoning is auditable and the AI does not improvise against stale memory.

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

When to Load This Module

Load before writing or reviewing any of:

  • YooAssets.Initialize() / CreatePackage() / Destroy() bootstrap code
  • default package shortcuts: YooAssets.SetDefaultPackage(...), YooAssets.LoadAssetAsync(...), YooAssets.CreateResourceDownloader(...)
  • ResourcePackage.InitializeAsync(...) with any of the 5 EPlayMode variants
  • LoadAssetSync/Async, LoadSubAssetsAsync, LoadAllAssetsAsync, LoadRawFileAsync, LoadSceneAsync and their matching Handle usage / release
  • Patch flow: RequestPackageVersionAsync → UpdatePackageManifestAsync → CreateResourceDownloader → BeginDownload
  • FileSystemParameters construction (Buildin / Cache / Editor / WebServer / WebRemote / custom)
  • IDecryptionServices / IRemoteServices / IWebDecryptionServices implementations
  • Editor-side AssetBundleBuilder.Run(...) and AssetBundleCollector configuration
  • Any code branching on EOperationStatus / EFileClearMode / PackageDetails

Critical Rule Summary (memorize even if you skip the sub-docs)

#RuleSource anchor
1Call YooAssets.Initialize() before any CreatePackage() and keep it as a process-level singleton. A second call only logs a warning and returns, but normal architecture should gate it with YooAssets.Initialized. The call creates a [{nameof(YooAssets)}] driver GameObject via DontDestroyOnLoad to pump OperationSystem.Update(). Do not Destroy this driver yourself.Runtime/YooAssets.cs:38-64
2ResourcePackage.InitializeAsync(...) has no separate EPlayMode argument: it infers play mode from the concrete InitializeParameters subclass. The five built-in subclasses map 1:1 to the five modes; an unknown subclass throws NotImplementedException, while a recognized but semantically wrong subclass wires the wrong file-system topology and fails later.Runtime/ResourcePackage/ResourcePackage.cs:107-135, 170-181, Runtime/InitializeParameters.cs:8-110
3EditorSimulateMode works only when UNITY_EDITOR is defined; WebPlayMode works only when UNITY_WEBGL is defined (and every other mode is rejected on WebGL).Runtime/ResourcePackage/ResourcePackage.cs:160-197
4Every AssetHandle / SubAssetsHandle / AllAssetsHandle / RawFileHandle / SceneHandle must be released via Release() or Dispose(). Without release, bundles never unload even with AutoUnloadBundleWhenUnused = true.Runtime/ResourceManager/Handle/HandleBase.cs:21-40, Runtime/InitializeParameters.cs:48-49
5LoadAssetSync/Async performs a DEBUG-only type guard that rejects any Type derived from UnityEngine.Behaviour and any type not derived from UnityEngine.Object. Treat the restriction as architectural even though the guard is compiled out of non-DEBUG builds.Runtime/ResourcePackage/ResourcePackage.cs:1172-1187
6YooAsset 2.3.18 includes default-package static shortcuts on YooAssets (SetDefaultPackage, Load*, CreateResourceDownloader, etc.). They are valid API, but architecture should prefer explicit ResourcePackage references in multi-package or library code.Runtime/YooAssetsExtension.cs:16, 217-295, 479-506
7RequestPackageVersionAsync() returns RequestPackageVersionOperation (exposes .PackageVersion). There is no UpdatePackageVersionOperation class in 2.3.18 — if you think you remember one, you are confusing it with the older name.Runtime/ResourcePackage/ResourcePackage.cs:225-231
8Before UpdatePackageManifestAsync, call UnloadAllAssetsAsync(); YooAsset logs a warning when loaders are still alive.Runtime/ResourcePackage/ResourcePackage.cs:242-247
9Downloader callbacks (DownloadFinishCallback / DownloadUpdateCallback / DownloadErrorCallback / DownloadFileBeginCallback) must be assigned before BeginDownload(). They are delegate fields, not events — only one subscriber per slot.Runtime/DownloadSystem + Runtime/ResourcePackage/Operation/DownloaderOperation.cs:86-101, 330-336
10ResourcePackage.DestroyAsync() must run before YooAssets.RemovePackage(). RemovePackage refuses when InitializeStatus != EOperationStatus.None.Runtime/YooAssets.cs:177-190, Runtime/ResourcePackage/ResourcePackage.cs:210-218
11The patch flow is strictly ordered: InitializeAsync → RequestPackageVersionAsync → UpdatePackageManifestAsync(version) → CreateResourceDownloader → BeginDownload. Jumping ahead (e.g. loading assets between version and manifest) is unsupported.Runtime/ResourcePackage/ResourcePackage.cs:225, 238, 972, Samples~/Space Shooter/.../PatchLogic/FsmNode/Fsm*.cs
Show full SKILL.md (436 more words)Show less

Sub-doc Routing

Sub-docWhen to read
INIT.mdInitialize / Destroy / CreatePackage / TryGetPackage / RemovePackage; single driver GameObject; OperationSystem loop
PLAYMODE.mdAll 5 EPlayMode values, their matching InitializeParameters subclass, platform #if guards, and the runtime dispatch table
HANDLES.mdHandleBase API (Release / IsDone / Progress / Status / LastError / Completed / Task / IEnumerator), AssetHandle.Instantiate*, reference counting, AutoUnloadBundleWhenUnused
LOADING.mdLoadAsset, LoadSubAssets, LoadAllAssets, LoadRawFile, LoadScene — all overloads + Behaviour/Type rejection + LoadSceneParameters
UPDATE.mdPatch flow, RequestPackageVersionOperation, UpdatePackageManifestOperation, PreDownloadContentOperation, ResourceDownloaderOperation (4 callbacks, pause/resume/cancel, Combine)
FILESYSTEM.mdFileSystemParameters + 24 FileSystemParametersDefine constants + 5 factory helpers + IDecryptionServices / IRemoteServices / IWebDecryptionServices
BUILD.mdAssetBundleBuilder.Run(...), BuildParameters (Scriptable / Raw / Simulate), AssetBundleCollector, IFilterRule.FindAssetType, ScriptableBuildParameters.ReplaceAssetPathWithAddress
PITFALLS.md30 concrete hallucination pitfalls + legacy API migration section

Routing to Other Modules

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

Version Scope

This document targets YooAsset 2.3.18 (2025-12-04). Key recent history:

  • 2.3.18 — added UNPACK_FILE_SYSTEM_ROOT file-system parameter, EFileClearMode.ClearBundleFilesByLocations, RawFileBuildParameters.IncludePathInHash.
  • 2.3.17 — [CRITICAL] fixed a CRC-validation bug that let corrupted downloads pass verification on 2.3.15/2.3.16. Also fixed a Package-destroy race where an in-flight AssetBundle load could block unload.
  • 2.3.16 — removed the downloader timeout parameter (use DOWNLOAD_WATCH_DOG_TIME on the cache file system instead). IFilterRule gained a required FindAssetType property.
  • 2.3.15 — bumped the manifest binary format; installers built with 2.3.15+ are not readable by 2.3.14 or earlier clients and vice versa. Added FILE_VERIFY_MAX_CONCURRENCY, StripUnityVersion, preview UseWeakReferenceHandle (under YOOASSET_EXPERIMENTAL).

Source: Assets/YooAsset/CHANGELOG.md:5-275.

Migration Notes (hallucination shield)

Legacy API (pre-2.3.18)Status in 2.3.18ReplacementSource
CreateResourceDownloader(count, retry, timeout) overload / ResourceDownloaderOperation.timeout propertyRemoved in 2.3.16Assign DOWNLOAD_WATCH_DOG_TIME on the CacheFileSystemParameters / BuildinFileSystemParametersCHANGELOG.md:173-177, FileSystemParametersDefine.cs:18
IFilterRule without a FindAssetType propertyBreaking change in 2.3.16 — compilation breaksImplement public string FindAssetType { get; } that returns a Unity asset-type filter stringCHANGELOG.md:179-192
Old manifest binary (pre-2.3.15 client reading a 2.3.15+ manifest, or vice versa)Wire-incompatibleRebuild + re-ship installer; no runtime bridge existsCHANGELOG.md:196-198
YooAssets.LoadAsset(...)Does not exist — method names include LoadAssetSync / LoadAssetAsync, not bare LoadAssetpackage.LoadAssetAsync<T>(location) or YooAssets.LoadAssetAsync<T>(location) after SetDefaultPackageRuntime/YooAssetsExtension.cs:217-295, Runtime/ResourcePackage/ResourcePackage.cs:641-732
YooAssets.LoadAssetAsync(...) marked as hallucinationOutdated rule — 2.3.18 has this default-package shortcutPrefer package.LoadAssetAsync<T>(location) for explicit ownership; static shortcut is acceptable only after YooAssets.SetDefaultPackage(package)Runtime/YooAssetsExtension.cs:16, 260-295
package.UnloadUnusedAssets() (synchronous)Does not existpackage.UnloadUnusedAssetsAsync(int loopCount = 10) returns an UnloadUnusedAssetsOperationRuntime/ResourcePackage/ResourcePackage.cs:355-361
UpdatePackageVersionOperation class (often confused with the real type)Does not existRequestPackageVersionOperation, with a .PackageVersion string propertyRuntime/ResourcePackage/ResourcePackage.cs:225-231
NetworkVariable<T> / OnValueChanged style sync for assets (leaked in from Netcode)Does not exist in YooAssetSubscribe AssetHandle.Completed event or await handle.Task / yield return handleRuntime/ResourceManager/Handle/AssetHandle.cs:20-37, Runtime/ResourceManager/Handle/HandleBase.cs:152-173
ResourceDownloaderOperation.OnDownloadFinishCallback (event-style)Field is a plain delegate, not an eventAssign once: downloader.DownloadFinishCallback = OnFinish; — do not += (single-slot field)Runtime/ResourcePackage/Operation/DownloaderOperation.cs:86-101

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

© Besty0728, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

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

  • SKILL.md
  • BUILD.md
  • FILESYSTEM.md
  • HANDLES.md
  • INIT.md
  • LOADING.md
  • PITFALLS.md
  • PLAYMODE.md
  • UPDATE.md

Open the folder on GitHubat commit 6ec5de2

Compare with similar skills

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Unity Yooasset Design compared with similar skills
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Questions about Unity Yooasset Design

What does Unity Yooasset Design do?

Source-anchored design rules for YooAsset v2.3.18. An agent skill from Besty0728/Unity-Skills. Unity Yooasset Design is an agent skill from Besty0728/Unity-Skills.

When should I use Unity Yooasset Design?

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

How do I install Unity Yooasset Design in Claude Code?

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

How do I install Unity Yooasset Design in Codex?

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

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

What does Unity Yooasset Design need to run?

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

Does Unity Yooasset Design access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Unity Yooasset 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 Yooasset Design use?

Unity Yooasset 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 Yooasset Design use?

About 2.8k tokens (SKILL.md is roughly 11k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Unity Yooasset Design?

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Who maintains Unity Yooasset Design?

Besty0728 (a GitHub user) maintains it in Besty0728/Unity-Skills, which has 1,822 GitHub stars. The repository holds 82 skills in this directory. The repository was last updated on October 9, 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.