Agent skill

Unity YAML Editing

by FlameskyDexive in FlameskyDexive/Legends-Of-Heroes

Unity YAML text serialization editing workflow. An agent skill from FlameskyDexive/Legends-Of-Heroes.

MITAuto-check passedGame Development

Install Unity YAML Editing

skills CLI
$ npx skills add FlameskyDexive/Legends-Of-Heroes --skill unity-yaml-editing -a claude-code

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

GitHub CLI
$ gh skill install FlameskyDexive/Legends-Of-Heroes 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/FlameskyDexive/Legends-Of-Heroes.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.codex/skills/unity-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
929
Token cost
~895 tokens
SKILL.md length
397 words
Files
2 (incl. references)
Skills in repo
17
Repo updated
First seen
Licence
MIT

At a glance

Unity YAML text serialization editing workflow. An agent skill from FlameskyDexive/Legends-Of-Heroes.

  • Works in 5 steps: Prefer aibridge… → Prefer inspector set_properties for… → Prefer aibridge-prefab-patch for complex… → …
  • Codex needs to directly inspect
  • SKILL.md covers Decision Order, Required Workflow, Hard Rules and Reference
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Unity YAML Editing is an agent skill from FlameskyDexive/Legends-Of-Heroes. Unity YAML text serialization editing workflow. Use when Codex needs to directly inspect, modify, create, or repair Unity serialized YAML files such as .unity scenes, .prefab assets, .asset ScriptableObject/config files, .mat, .controller, or other text-serialized Unity assets, especially when AIBridge inspector/prefab/scene APIs do not support the requested Prefab, Scene, ScriptableObjectTable, or custom asset operation.

Its SKILL.md is about 900 tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/unity-yaml-reference.md`).

It sits in Game Development. The repository describes itself as: A battle of balls game, lol style, AI Agents base, support agent skills & unityMCP. 基于ET 10的双端C游戏框架(.net10 + Unity2022.3.62, EUI+Luban+YooAsset),包含战斗系统(技能/buff/行为树),内置LOL风格球球大战demo. The licence is MIT.

When your agent uses it

  • Codex needs to directly inspect
  • Repair Unity serialized YAML files such as .unity scenes
  • .asset ScriptableObject/config files
  • Other text-serialized Unity assets

Example prompts

  • “/unity-yaml-editing”

Workflow steps

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

  1. Prefer aibridge Inspector/SerializedProperty commands for single readable field edits on scene objects, prefab assets, and .asset files.
  2. Prefer inspector set_properties for small batched field edits on one target.
  3. Prefer aibridge-prefab-patch for complex Prefab child/component/property/array/reference edits it supports.
  4. Prefer Unity Editor scripts when generating high-level assets that Unity can create more safely than text.
  5. Use direct UnityYAML editing when AIBridge/Unity APIs cannot express the operation, for example

What it can do on your machine

Read from SKILL.md and the folder at commit 0bd8ac1. 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 YAML Editing loads about 895 tokens when it runs, and up to ~4.1k if it reads all its reference files. Until then it costs about 111 tokens; SKILL.md has 397 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~111
When it runs · the whole SKILL.md, loaded when a task matches
~895
With references · SKILL.md plus every file in references/, read only if the agent opens them
~4.1k

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 FlameskyDexive/Legends-Of-Heroes at commit 0bd8ac1, republished under its MIT licence (© FlameskyDexive). 397 words, ~895 tokens.

Download SKILL.mdSave it as .claude/skills/unity-yaml-editing/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
unity-yaml-editing
description
Unity YAML text serialization editing workflow. Use when Codex needs to directly inspect, modify, create, or repair Unity serialized YAML files such as .unity scenes, .prefab assets, .asset ScriptableObject/config files, .mat, .controller, or other text-serialized Unity assets, especially when AIBridge inspector/prefab/scene APIs do not support the requested Prefab, Scene, ScriptableObjectTable, or custom asset operation.

Unity YAML Editing

Use this Skill only after considering Unity/AIBridge APIs. UnityYAML is fragile; direct text edits are the fallback for unsupported serialized asset operations, deterministic repair work, and rare text-serialized asset authoring that AIBridge/Unity APIs cannot express.

Decision Order

  1. Prefer aibridge Inspector/SerializedProperty commands for single readable field edits on scene objects, prefab assets, and .asset files.
  2. Prefer inspector set_properties for small batched field edits on one target.
  3. Prefer aibridge-prefab-patch for complex Prefab child/component/property/array/reference edits it supports.
  4. Prefer Unity Editor scripts when generating high-level assets that Unity can create more safely than text.
  5. Use direct UnityYAML editing when AIBridge/Unity APIs cannot express the operation, for example:
    • Scene .unity structure/object creation or unsupported scene edits.
    • New Prefab asset authoring, paired .meta creation, or Prefab/Variant structures not covered by prefab patch.
    • ScriptableObjectTable, custom ScriptableObject .asset, .mat, .controller, or other serialized assets requiring unsupported structural changes.
    • Repairing malformed text serialization while preserving existing IDs and references.

Required Workflow

  1. Read references/unity-yaml-reference.md before editing.
  2. Inspect a same-project example for every Unity component/class you will create; never write component schemas from memory.
  3. Make a small, reviewable patch; preserve ordering, indentation, document headers, anchors, m_Script, GUIDs, and local fileIDs unless a new object must be created.
  4. For new assets, create or preserve the paired .meta file and ensure its GUID does not already appear in the project.
  5. For new MonoBehaviour/ScriptableObject documents, resolve the script .meta GUID first and use it in m_Script.
  6. For new documents, allocate local fileIDs that do not exist in the same file and update every owning reference consistently.
  7. Validate with Unity import/compile and targeted AIBridge hierarchy/properties inspection when possible.
Show full SKILL.md (119 more words)Show less

Hard Rules

  • Do not use generic YAML formatters or parsers to rewrite UnityYAML files.
  • Do not change %YAML, %TAG, --- !u!<classID> &<fileID> headers, class IDs, GUIDs, or fileIDs without a clear reference update plan.
  • Do not invent Unity schema fields. Copy shape from an existing nearby object of the same class/component/script when possible.
  • Prefer decimal floats in hand edits. Avoid editing Unity-generated hexadecimal float values unless preserving existing text unchanged.
  • Keep .meta GUIDs stable. Creating a new asset requires creating/retaining the paired .meta file through Unity when possible.
  • When adding Prefab nodes/components, update all reciprocal references in the same patch: parent m_Children, child m_Father, GameObject.m_Component, and component m_GameObject.

Reference

  • references/unity-yaml-reference.md: detailed UnityYAML format, editing patterns, safety checks, and validation checklist.

© FlameskyDexive, 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 1 other file (references) in .codex/skills/unity-yaml-editing of FlameskyDexive/Legends-Of-Heroes.

  • SKILL.md
  • references/unity-yaml-reference.md

Open the folder on GitHubat commit 0bd8ac1

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 skillFlameskyDexive/Legends-Of-Heroes929—~895Automated 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?

Unity YAML text serialization editing workflow. An agent skill from FlameskyDexive/Legends-Of-Heroes. Unity YAML Editing is an agent skill from FlameskyDexive/Legends-Of-Heroes. Unity YAML text serialization editing workflow.

When should I use Unity YAML Editing?

Unity YAML Editing fits situations like: Codex needs to directly inspect; repair Unity serialized YAML files such as .unity scenes; .asset ScriptableObject/config files; other text-serialized Unity assets.

How do I install Unity YAML Editing in Claude Code?

Run `npx skills add FlameskyDexive/Legends-Of-Heroes --skill unity-yaml-editing -a claude-code`. Or copy the skill folder (.codex/skills/unity-yaml-editing in FlameskyDexive/Legends-Of-Heroes) 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 FlameskyDexive/Legends-Of-Heroes --skill unity-yaml-editing -a codex`. Or copy the skill folder (.codex/skills/unity-yaml-editing in FlameskyDexive/Legends-Of-Heroes) 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 FlameskyDexive/Legends-Of-Heroes --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?

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

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 895 tokens (SKILL.md is roughly 3.6k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 3.2k tokens, read only when the agent opens those files.

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?

FlameskyDexive (a GitHub user) maintains it in FlameskyDexive/Legends-Of-Heroes, which has 929 GitHub stars. The repository holds 17 skills in this directory. The repository was last updated on September 22, 2026.

Source: FlameskyDexive/Legends-Of-Heroes on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.