Agent skill

Revolution Framework

by Yokino337088 in Yokino337088/Revolution

本指南适用于 Revolution(RevolutionFramework / Rev 前缀)Unity 游戏框架的开发与代码审查。当任务涉及以下任何内容时使用:Revolution 框架、Assets/Revolution、RevLog / RevTimer / RevMono / RevPool / RevEvent / RevServiceLocator / RevTask /…

MITAuto-check passedGame Development

Install Revolution Framework

skills CLI
$ npx skills add Yokino337088/Revolution --skill revolution-framework -a claude-code

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

GitHub CLI
$ gh skill install Yokino337088/Revolution revolution-framework --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/Yokino337088/Revolution.git skills-src && mkdir -p .claude/skills && cp -r skills-src/Skills/revolution-framework .claude/skills/revolution-framework && 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
revolution-framework
GitHub stars
102
Token cost
~2.1k tokens
SKILL.md length
467 words
Files
18 (incl. references)
Skills in repo
1
Repo updated
First seen
Licence
MIT

At a glance

本指南适用于 Revolution(RevolutionFramework / Rev 前缀)Unity 游戏框架的开发与代码审查。当任务涉及以下任何内容时使用:Revolution 框架、Assets/Revolution、RevLog / RevTimer / RevMono / RevPool / RevEvent / RevServiceLocator / RevTask /…

  • Works in 4 steps: 先想清楚再写 → 最简优先 → 外科手术式改动 → …
  • Game Development work in your project
  • SKILL.md covers 第一步:先定位,不要猜, 技术铁律(写代码必须遵守), 代码与注释规范(本项目硬规范,必须遵守) and 开发行为准则, plus 2 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Revolution Framework is an agent skill from Yokino337088/Revolution. 本指南适用于 Revolution(RevolutionFramework / Rev 前缀)Unity 游戏框架的开发与代码审查。当任务涉及以下任何内容时使用:Revolution 框架、Assets/Revolution、RevLog / RevTimer / RevMono / RevPool / RevEvent / RevServiceLocator / RevTask / RevScene / RevInput / RevSound / RevStateMachine / RevUI / RevResManager / RevDataTableManager / RevGM / RevSequence 等模块,资源加载与 AssetBundle(RevAB 打包工具、ResMap.txt、逻辑路径、引用计数、编辑器直读 vs AB 模式),UI 面板(RevUIPanel / RevUIPanel<TData> / [RevBind] / 面板池 / Back 语义),事件与计时器清理(owner / scope),异步 RevTask(await / 取消 / 分帧),服务定位器装配,GM…

Its SKILL.md is about 2.1k tokens, which your agent loads only when the skill is triggered. The skill folder holds 20 other files, including reference files (for example `REFERENCE_GUIDELINES.md`, `references/code-style.md` and `references/docs-map.md`).

It sits in Game Development. It works with C#. The repository describes itself as: Revolution——具有革命性的Unity客户端框架. The licence is MIT.

When your agent uses it

  • Game Development work in your project

Example prompts

  • “Revolution”
  • “/revolution-framework”

Workflow steps

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

  1. 先想清楚再写
  2. 最简优先
  3. 外科手术式改动
  4. 目标驱动、可验证

What it can do on your machine

Read from SKILL.md and the folder at commit 08918ae. 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

Revolution Framework loads about 2.1k tokens when it runs, and up to ~26k if it reads all its reference files. Until then it costs about 197 tokens; SKILL.md has 467 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~197
When it runs · the whole SKILL.md, loaded when a task matches
~2.1k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~26k

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 Yokino337088/Revolution at commit 08918ae, republished under its MIT licence (© Yokino337088). 467 words, ~2,084 tokens.

Download SKILL.mdSave it as .claude/skills/revolution-framework/SKILL.md (or your agent's skills folder). This skill also uses 17 other files; get the full folder from GitHub.
name
revolution-framework
description
本指南适用于 Revolution(RevolutionFramework / Rev 前缀)Unity 游戏框架的开发与代码审查。当任务涉及以下任何内容时使用:Revolution 框架、Assets/Revolution、RevLog / RevTimer / RevMono / RevPool / RevEvent / RevServiceLocator / RevTask / RevScene / RevInput / RevSound / RevStateMachine / RevUI / RevResManager / RevDataTableManager / RevGM / RevSequence 等模块,资源加载与 AssetBundle(RevAB 打包工具、ResMap.txt、逻辑路径、引用计数、编辑器直读 vs AB 模式),UI 面板(RevUIPanel / RevUIPanel<TData> / [RevBind] / 面板池 / Back 语义),事件与计时器清理(owner / scope),异步 RevTask(await / 取消 / 分帧),服务定位器装配,GM 指令注册,配置表(导表工具),以及扩展包 RevHotUpdate 资源热更(清单 / 差量下载 / 版本目录 / 两个钩子 / 本地 CDN demo)。也适用于:按本框架规范生成或修改代码(Rev 前缀、方法括号不换行、方法必须带大括号、核心处写小白向注释)、排查本框架的运行时问题、工程外纯 C# 断言验证、以及 Revolution 项目的架构决策(要不要新增分层、用什么模块)。即使提问者没有明确说出“Revolution”或“框架”,只要代码里出现上述类型/目录,也应使用本 skill。

Revolution 框架开发 Skill

Revolution 是一套从零手写、可读可测、无魔法的 Unity 游戏框架(C#):17 个运行期模块 + 2 套编辑器工具(Runtime 179 个 .cs / 约 2.97 万行), 另外有一个扩展包 RevHotUpdate(资源热更,独立程序集、按需安装)。

它的三条设计取向直接决定你该怎么写代码:

  1. 模块化、门面唯一:每个模块只暴露一个门面(RevTimer / RevResManager / RevUI …),业务只碰门面,内核(Core / Implementation)不改也不读。
  2. 失败必须可见:不吞异常、不静默 return —— 失败一律给原因枚举 / 句柄字段 / 返回值,日志有唯一出口 RevLog。
  3. 内核尽量不依赖引擎:路径、句柄、槽位表、池引擎、日志/计时器内核是纯 C#,能链接进普通 .NET 工程跑断言(见 references/verify-and-test.md)。

第一步:先定位,不要猜

你要做的事先读
用某个模块写业务代码references/modules-core.md(日志/计时/公共Mono/对象池/事件/服务定位器/异步/场景/输入)或 references/modules-content.md(音效/状态机/资源/单例/UI/序列/GM/配置表/热更)
加载资源 / 打包 AB / ResMap / 编辑器直读差异references/resource-and-ab.md
写 UI 面板、面板传数据、Part、Backreferences/ui-and-layering.md
异步、取消、时间域、每帧回调、事件清理references/modules-core.md + references/pitfalls.md
接热更 / 排查热更references/hot-update.md
编辑器菜单(打包、导表、GM 面板、热更清单、demo 工具)references/editor-tools.md
代码/注释规范(本项目的硬规范)references/code-style.md
审查别人代码REFERENCE_GUIDELINES.md
出过什么问题、什么写法会踩雷references/pitfalls.md
怎么证明"改对了"references/verify-and-test.md
权威文档在哪(每个模块的《使用说明》《架构解析》)references/docs-map.md

技术铁律(写代码必须遵守)

  1. 只用门面:RevLog / RevTimer / RevMono / RevPool / RevEvent / RevTask / RevScene / RevInput / RevSound / RevUI / RevResManager / RevDataTableManager / RevGM / RevSequence / RevHotUpdate。不要 new 内核对象、不要反射、不要绕过门面直接读文件。
  2. 失败必带原因:资源看 handle.ErrorReason,GM 看 RevGMResult.Message,热更看 RevHotUpdateResult.Error / RevHotUpdate.LastError;业务拒绝就抛 RevGMUsageException("理由") 这类"带人话"的异常,不要静默 return。
  3. 清理纪律:计时器 / 每帧回调 / 事件订阅,能传 owner: this 就传,销毁时一行 RevTimer.CancelAllOf(this) / RevMono.RemoveAllOf(this) / RevEvent.RemoveAllByOwner(this);资源成对 Load → Release。匿名 lambda 注册事件后无法按委托移除,这是泄漏的头号来源。
  4. 资源只写逻辑路径:用生成的常量(RevResPath.*,见 Assets/Revolution/Generation/RevResPath.cs)或"两段式" Load(根目录, 资源名, 类型, 分组);禁止自己拼 StreamingAssets / Application.dataPath 路径读资源(缓存、引用计数、平台差异、热更都会失效)。
  5. UI = 一个面板类 + 职责钩子:[RevUIPanel] 声明路径、[RevBind] 绑节点、OnBindView 只装配、OnRefreshView 只落屏、OnClick 只转发;数据单向 SetData → OnDataChanged → RefreshView;框架不提供 System / BusinessLogic 层(结论见 references/ui-and-layering.md)——跨界面复用的能力交给服务定位器,只属于这一屏的流程留在面板里。
  6. 异步只用 RevTask:await RevTask.Delay/Yield、await RevScene.LoadAsync(...)、await RevHotUpdate.InitializeAsync(...);不要引入 System.Threading.Tasks.Task、不要用协程写业务(RevMono.StartCoroutine 只用于桥接旧代码)。取消用 RevCancellationTokenSource + token.ThrowIfCancelled()。
  7. 事件:string 事件名(常量集中在一个类里)+ 同一事件名只能有一种签名;只在主线程注册/派发;派发过程中可以安全增删(框架做了标记删除),但回调里别做重活。
  8. 时间:RevTimer.After/Every 必须能停(owner 或 RevTimer.OpenScope());UI 倒计时 / 超时用 RevTimeDomain.Unscaled(Scaled 会被 timeScale 冻结);At(...) 前必须 SyncServerTime。
  9. 服务:装配只写在一处(组合根 RevServiceLocator.Create()...Build()),装配后不可改;必需依赖用 GetRequired<T>()(漏注册启动期就炸),可选能力用 Get<T>()/TryGet<T>();AddScoped 的服务必须放在 CreateScope() 的 using 里取。
  10. 编辑器 vs 真机:编辑器默认只注册 RevEditorResPolicy(AssetDatabase 直读,AB/Resources 完全不参与);要看 AB / 热更效果,必须开 RevResBootstrap.UseABInEditor = true(菜单 Revolution.Tools/资源/AB 加载模式(编辑器))。另外编辑器里平台名恒为 PC(RevHotPlatform 带 !UNITY_EDITOR)。
  11. 不新增分层、不新增门面:不要给框架加 System / BusinessLogic 这样的层,也不要给某个模块加"第二套加载 API"(会立刻长成第二套系统)。真需要扩展时,优先服务 + 约定,其次才是框架改动。
  12. 改框架要照既有形状:目录分层 Core(数据与契约)/ Facade(对外入口)/ Implementation(实现)/ Interfaces(接口)/ Support(宿主适配);每个文件开头写清"为什么这么写";新增资产要带 .meta(文件夹 meta 一律是同级 <文件夹名>.meta)。

代码与注释规范(本项目硬规范,必须遵守)

  1. 方法签名的 ( 与参数不换行:默认写一行;只有太长(显示宽度 > 约 160 列)才换行。长消息/长参数先提成局部变量,让"调用/抛出"本身保持单行。
  2. 方法体必须带大括号,哪怕只有一行(if (x) return; ✗ → if (x) { return; } ✓)。
  3. 核心 / 关键 / 容易踩坑或被忽略的地方要写详细注释,面向小白:解释"为什么这么做 / 不这么做会怎样",而不是复述代码。
  4. 类名一律 Rev 前缀,文件名 = 类名;命名空间 Revolution(模块内部)或 Revolution.Demo.<模块>(示例)。
  5. 中文注释、术语与文档保持一致("门面 / 句柄 / 分组 / 逻辑路径 / 大版本锚定"…)。
  6. 详细正反例与自检脚本思路见 references/code-style.md。

开发行为准则

以下四条偏向"稳"而不是"快"。琐碎任务自行判断。

1. 先想清楚再写

不要假设、不要藏疑惑、把取舍摆出来。动手前先明确:

  • 模块选型:这是"多久之后"(RevTimer)、"每帧"(RevMono)、"等一个异步结果"(RevTask)、还是"一次变化多处反应"(RevEvent)?
  • 生命周期归属:这段逻辑"关掉这个界面之后还该活着吗"?该 → 服务;不该 → 面板里。
  • 失败出口:失败时业务要拿到什么?(原因枚举 / 回调 / 异常 / 重试)
  • 编辑器与真机差异:这次改动在"编辑器直读"和"AB 模式"下都成立吗?
2. 最简优先

写解决问题的最少代码,不做没人要的抽象/配置/"以后可能用得上"。判断法:加第四个监听者时,广播方要不要改代码? 要改就别上事件。

3. 外科手术式改动

只动该动的:不顺手"美化"相邻代码、不重构没坏的、不删既有死代码(发现了报告即可);匹配既有风格;自己改动造成的孤立引用要清掉。改完要同步文档(见下)。

4. 目标驱动、可验证

把任务变成可验证目标,别停在"能跑":

text
1. 读该模块《使用说明》→ 验证:写法与文档一致(门面、参数、清理方式)
2. 写代码 → 验证:Unity 编译 0 error(必要时用工程外桩工程先编译一遍纯 C# 部分)
3. 跑对应 demo 场景 → 验证:屏幕上"日志/结果"符合预期
4. 要动框架内核 → 验证:工程外纯 C# 断言全过(见 references/verify-and-test.md)
5. 交付 → 验证:文档 / demo / GM 命令 / change 说明同步

典型工作流

Show full SKILL.md (192 more words)Show less
A. 写新功能(7 步)
  1. 定位模块(上面的表);没有合适模块就先用"服务 + 面板"实现,不要先动框架。
  2. 读该模块的《使用说明》(references/docs-map.md 给路径)——它是权威,本 skill 只是索引。
  3. 找最近的 demo(Assets/Revolution.Demo/<模块>.Demo/,18 个可运行场景)照着写。
  4. 写代码,守住上文的铁律与规范。
  5. 自我审查:过一遍 REFERENCE_GUIDELINES.md 的清单。
  6. 验证:编译 + demo 场景 / GM 面板 / 工程外断言。
  7. 同步文档:改了行为 → 改该模块《使用说明》;改了设计 → 改《架构解析》;同时更新 md 与 html(Revolution.Document,在线站会自动发布)。
B. 审查代码

读 REFERENCE_GUIDELINES.md,按"严重问题 → 规范问题 → 潜在风险 → 优化建议"输出;重点看:owner/scope 清理、成对 Release、事件签名与重复订阅、时间域、编辑器/真机差异、异常是否被吞。

C. 排错(30 秒顺序)
  1. RevLog 里的 tag 过滤(模块都有自己的 tag:Scene / ActionSequence / HotUpdate…)。
  2. 句柄原因:handle.ErrorReason(资源)、RevGMResult.Message(GM)、RevHotUpdate.LastError + RevHotUpdate.Dump()(热更)。
  3. 能力自检接口:RevTimer.Count / RevMono.Count / RevEvent.GetListenerCount(名字) / RevResManager.CachedCount / RevPool.DumpStats() / RevLog.Dump()。
  4. 复现:打开对应 demo 场景点按钮;或写一条 GM 命令直接在编辑器面板里跑。
D. 交付
  • 代码 + 文档(md & html) + 必要时 demo/GM 命令;
  • 里程碑提交按仓库既有风格写提交信息(中文、说清"为什么"与验证数据);
  • 安装/分发走三条生成分支:package(框架本体)、demo(示例工程)、hotupdate(热更扩展包)。

参考文件导航

文件何时读
references/modules-core.md写 RevLog / RevTimer / RevMono / RevPool / RevEvent / RevServiceLocator / RevTask / RevScene / RevInput 代码时:门面签名、最小示例、铁律、文档路径
references/modules-content.md写 RevSound / RevStateMachine / RevResManager / RevSingleton / RevUI / RevSequence / RevGM / RevDataTableManager / RevHotUpdate 代码时(同上格式)
references/resource-and-ab.md资源加载、引用计数、分组卸载、ResMap 三列、AB 打包工具、编辑器直读 vs AB、兜底策略
references/ui-and-layering.mdUI 主链路、数据单向流、面板池与 Back、Part/宿主、以及"要不要 System / BusinessLogic 层"的结论
references/hot-update.md接热更(一行 InitializeAsync)、两个钩子、远端目录约定、大版本锚定、本地假 CDN demo、失败收场
references/pitfalls.md出问题 / 写之前避雷:编辑器直读、Domain Reload、匿名 lambda 泄漏、ResMap 引导悖论、平台名恒为 PC、池对象未清零…
references/code-style.md生成/修改代码前对齐规范:括号不换行、必须大括号、注释面向小白、文件头写法、命名
references/editor-tools.md菜单路径汇总(打包 / 导表 / GM 面板 / 热更清单 / demo 工具)与各自用途、打包链顺序
references/verify-and-test.md怎么验证:工程外纯 C# 断言(可链接的文件清单 + 实测数字)、18 个 demo 场景、GM 面板、破坏性测试
references/docs-map.md找权威文档:每个模块的《使用说明》/《架构解析》路径 + 在线文档站 + 仓库/分支安装
REFERENCE_GUIDELINES.md代码审查入口:逐条清单(清理 / 资源 / UI / 异步 / 事件 / 时间 / 服务 / 编辑器差异 / 规范)+ 正反例
templates/RevXxxPanel.cs.txt新建 UI 面板时的骨架(含 [RevUIPanel] / [RevBind] / 三个钩子 / 数据对象)
templates/RevXxxService.cs.txt新建业务服务时的骨架(纯 C#、接口 + 实现 + 组合根装配示例)
templates/RevXxxDemo.cs.txt新建模块 demo 场景脚本时的骨架(OnGUI:左侧按钮 + 右侧步骤日志)
templates/offline-harness/要验框架内核时:工程外纯 C# 断言工程模板(csproj + 断言入口 + 链接真实源码的清单)

© Yokino337088, 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 17 other files (references) in Skills/revolution-framework of Yokino337088/Revolution.

  • SKILL.md
  • REFERENCE_GUIDELINES.md
  • references/code-style.md
  • references/docs-map.md
  • references/editor-tools.md
  • references/hot-update.md
  • references/modules-content.md
  • references/modules-core.md
  • references/pitfalls.md
  • references/resource-and-ab.md
  • references/ui-and-layering.md
  • references/verify-and-test.md
  • templates/RevXxxDemo.cs.txt
  • templates/RevXxxPanel.cs.txt
  • templates/RevXxxService.cs.txt
  • templates/offline-harness/Harness.csproj.txt
  • templates/offline-harness/Program.cs.txt
  • templates/offline-harness/README.md

Open the folder on GitHubat commit 08918ae

Compare with similar skills

Revolution Framework 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.

Revolution Framework compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Revolution Framework this skillYokino337088/Revolution102—~2.1kAutomated safety check: PassMIT
Uloop Execute Dynamic CodeCyberAgentGameEntertainment/NovaShader1.6k1 repos~1.9kAutomated safety check: PassMIT
Locus Unity BridgeMisaka-Mikoto-Tech/agent-skills278—~4kAutomated safety check: PassMIT
Gameobject Component List AllIvanMurzak/Unity-MCP4.4k—~846Automated safety check: PassApache-2.0
Validate GsdkPlayFab/gsdk170—~645Automated safety check: PassApache-2.0
Aibridge Development WorkflowFlameskyDexive/Legends-Of-Heroes928—~790Automated safety check: PassMIT

Similar skills

  • Uloop Execute Dynamic Code

    CyberAgentGameEntertainment/NovaShader

    Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough.

    1.6k GitHub starsUsed in 1 repo~1.9k tokens
    Game DevelopmentAuto-check passed
  • Locus Unity Bridge

    Misaka-Mikoto-Tech/agent-skills

    A skill your agent uses when an agent needs to inspect or control a real Unity Editor through Locus, especially when Unity MCP is unavailable, named-pipe discovery is needed, C must be executed, or…

    278 GitHub stars~4k tokensUpdated 19 days ago
    Game DevelopmentAuto-check passed
  • Gameobject Component List All

    IvanMurzak/Unity-MCP

    List the fully-qualified C type names of every concrete UnityEngine.Component subclass available in the project.

    4.4k GitHub stars~846 tokensUpdated today
    Game DevelopmentAuto-check passed
  • Validate Gsdk

    PlayFab/gsdk

    Validates PlayFab Game Server SDK (GSDK) integrations in game server projects.

    170 GitHub stars~645 tokensUpdated 2 days ago
    Game DevelopmentAuto-check passed
  • Aibridge Development Workflow

    FlameskyDexive/Legends-Of-Heroes

    AIBridge/Unity 项目的标准开发工作流。Use when creating, modifying, fixing, refactoring, or validating C code, Unity assets, prefabs, editor tools, package structure, tests, AGENTS.md, or local Skills.

    928 GitHub stars~790 tokensUpdated 18 days ago
    Game DevelopmentAuto-check passed
  • Unity Plugin

    TomLeeLive/openclaw-unity-plugin

    Control Unity Editor via OpenClaw Unity Plugin. An agent skill from TomLeeLive/openclaw-unity-plugin.

    107 GitHub stars~5.1k tokensUpdated 1 mo ago
    Game DevelopmentAuto-check passed

Works with

Questions about Revolution Framework

What does Revolution Framework do?

本指南适用于 Revolution(RevolutionFramework / Rev 前缀)Unity 游戏框架的开发与代码审查。当任务涉及以下任何内容时使用:Revolution 框架、Assets/Revolution、RevLog / RevTimer / RevMono / RevPool / RevEvent / RevServiceLocator / RevTask /…. Revolution Framework is an agent skill from Yokino337088/Revolution.

When should I use Revolution Framework?

Revolution Framework fits situations like: game Development work in your project.

How do I install Revolution Framework in Claude Code?

Run `npx skills add Yokino337088/Revolution --skill revolution-framework -a claude-code`. Or copy the skill folder (Skills/revolution-framework in Yokino337088/Revolution) into .claude/skills/revolution-framework in your project. Claude Code loads it when a task matches its description.

How do I install Revolution Framework in Codex?

Run `npx skills add Yokino337088/Revolution --skill revolution-framework -a codex`. Or copy the skill folder (Skills/revolution-framework in Yokino337088/Revolution) into .agents/skills/revolution-framework in your project. Codex loads it when a task matches its description.

Can I use Revolution Framework 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 Yokino337088/Revolution --skill revolution-framework -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/revolution-framework, .gemini/skills/revolution-framework, .github/skills/revolution-framework and .opencode/skills/revolution-framework in your project.

What does Revolution Framework need to run?

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

Does Revolution Framework 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 Revolution Framework 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 Revolution Framework use?

Revolution Framework 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 Revolution Framework use?

About 2.1k tokens (SKILL.md is roughly 8.3k 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 24k tokens, read only when the agent opens those files.

What are the alternatives to Revolution Framework?

Skills that share tags, products or a category with Revolution Framework: Uloop Execute Dynamic Code (CyberAgentGameEntertainment/NovaShader, 1.6k stars), Locus Unity Bridge (Misaka-Mikoto-Tech/agent-skills, 278 stars), Gameobject Component List All (IvanMurzak/Unity-MCP, 4.4k stars) and Validate Gsdk (PlayFab/gsdk, 170 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Revolution Framework?

Yokino337088 (a GitHub user) maintains it in Yokino337088/Revolution, which has 102 GitHub stars. The repository was last updated on October 10, 2026.

Source: Yokino337088/Revolution on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.