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.
Adopted by
Most recently taken up by
- IceMasterT/Unity-6.3_SKILLStheir own version, first seen Aug 19, 2026
Other versions1 project uses a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 1
- IceMasterT/Unity-6.3_SKILLS★ 0same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository117 other files it gives its agents.
- AGENTS.mdAGENTS.md
- .codex/AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- .github/copilot-instructions.mdCopilot instructions
- .cursor/rules/00-project-context.mdcCursor rule
- .cursor/rules/01-engine-isolation.mdcCursor rule
- .cursor/rules/02-workflow.mdcCursor rule
- .cursor/rules/03-doc-sync.mdcCursor rule
- .cursor/rules/README.mdCursor rule
- 2d-animation-pipelineSkill
- 3d-animation-pipelineSkill
- 3d-asset-pipelineSkill
- ai-asset-generationSkill
- art-bibleSkill
- audio-implementationSkill
- blender-environment-pipelineSkill
- cinematic-pipelineSkill
- dialogue-content-pipelineSkill
- generated-raster-asset-pipelineSkill
- lighting-lod-pipelineSkill
- localization-pipelineSkill
- materials-shading-pipelineSkill
- placeholder-asset-pipelineSkill
- rigging-skinning-pipelineSkill
- sprite-pipelineSkill
- technical-art-pipelineSkill
- tilemap-pipelineSkill
- ui-animation-pipelineSkill
- ui-asset-pipelineSkill
- vfx-pipelineSkill
- accessibility-designSkill
- combat-designSkill
- core-loop-designSkill
- economy-balancingSkill
- game-feel-designSkill
- level-designSkill
- liveops-designSkill
- monetization-designSkill
- narrative-designSkill
- onboarding-tutorial-designSkill
- procgen-designSkill
- progression-designSkill
- quest-designSkill
- ai-behavior-patternsSkill
- animation-state-patternsSkill
- asset-managementSkill
- build-pipeline-patternsSkill
- event-bus-patternsSkill
- gameplay-architectureSkill
- input-abstractionSkill
- memory-budgetingSkill
- multiplayer-netcode-patternsSkill
- performance-budgetingSkill
- physics-gameplay-patternsSkill
- save-system-patternsSkill
- telemetry-instrumentationSkill
- tools-pipeline-patternsSkill
- ui-hud-patternsSkill
- godot-3d-scenesSkill
- godot-build-releaseSkill
- The first 60 shown.
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
- Distinctive: line 11
Create Unity editor tools that make content production safer, faster, and less dependent on tribal knowledge.
- Distinctive: line 26
keep tools in editor-only boundaries
- Distinctive: line 28
document production-critical tools clearly
- Distinctive: line 58
Keep this skill aligned with the relevant rules layer and current project documentation.
- Distinctive: line 59
If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
≈ “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.
Files
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
- identify the smallest high-value editor intervention
- keep tools in editor-only boundaries
- support safe bulk changes and useful summaries
- document production-critical tools clearly
- 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.
Does it work?
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Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

