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MRCalderon3DMRCalderon3D/everything-game-dev-code/skills/unity/unity-editor-tooling/SKILL.md

unity-editor-tooling

Skill105 starsChanged 8 months agoMITView on GitHub

Create Unity editor tools that make content production safer, faster, and less dependent on tribal knowledge.

1 other project uses a version of this.

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The file

We split this skill into the rules it gives an agent

5 rules. About 0 are common, 5 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈5

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Create Unity editor tools that make content production safer, faster, and less dependent on tribal knowledge.

    line 11
  2. Distinctive:

    keep tools in editor-only boundaries

    line 26
  3. Distinctive:

    document production-critical tools clearly

    line 28
  4. Distinctive:

    Keep this skill aligned with the relevant rules layer and current project documentation.

    line 58
  5. Distinctive:

    If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

    line 59

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Unity Editor Tooling

Purpose

Create Unity editor tools that make content production safer, faster, and less dependent on tribal knowledge.

Use When

  • content workflows rely on repeated manual steps
  • validation is too manual
  • artists or designers need safer editor flows

Inputs

  • workflow pain points
  • asset and scene patterns
  • validation needs
  • editor architecture

Process

  1. identify the smallest high-value editor intervention
  2. keep tools in editor-only boundaries
  3. support safe bulk changes and useful summaries
  4. document production-critical tools clearly
  5. retire or mark abandoned tools instead of leaving silent clutter

Outputs

  • tooling design
  • validation helpers
  • editor workflow notes
  • maintenance ownership

Quality Bar

  • respects Unity lifecycle, serialization, and content authoring realities
  • keeps editor/runtime/test boundaries clean
  • prevents scene, prefab, and package complexity from becoming hidden architecture

Common Failure Modes

  • inspector wiring being the only source of truth
  • overusing MonoBehaviours or scene setup as architecture
  • package or scene drift reaching release without review

Related Agents

  • tools-programmer
  • unity-reviewer
  • technical-artist

Related Commands

  • unity-review
  • tools-pass
  • unity-scene-audit

Notes

  • Keep this skill aligned with the relevant rules layer and current project documentation.
  • If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

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