hz-unity-project-analyzer
Skill200 starsChanged 53 days agoApache-2.0View on GitHub
Analyzes, documents, and maintains a living `.agent-docs/` knowledge base for Unity projects targeting Meta VR and Horizon OS. Use when the user asks to scan project structure, explain how a Unity system works, or update project docs after structural changes.
1 other project uses a version of this.
Adopted by
Most recently taken up by
- mirzaaghazadeh/unity-meta-quest-skillsword for word, first seen Nov 15, 2026
Other versions1 project uses a version of this.
Word for word · 1
- mirzaaghazadeh/unity-meta-quest-skills★ 1100% same
Edited · 0
None found.
Wrote their own version · 0
None found.
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 repository37 other files it gives its agents.
- AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- hz-android-2d-portingSkill
- hz-api-upgradeSkill
- hz-immersive-designerSkill
- hz-iwsdk-webxrSkill
- hz-metavrx-layout-sdkSkill
- hz-metavrx-ui-setSkill
- hz-new-project-creationSkill
- hz-perfetto-debugSkill
- hz-platform-sdkSkill
- hz-psdk-integrationSkill
- hz-quest-verify-firstSkill
- hz-react-native-expoSkill
- hz-simpleperf-debugSkill
- hz-spatial-sdkSkill
- hz-store-pwaSkill
- hz-store-submitSkill
- hz-unity-code-reviewSkill
- hz-unity-device-readinessSkill
- hz-unity-face-trackingSkill
- hz-unity-fbx-importSkill
- hz-unity-meta-core-sdkSkill
- hz-unity-meta-interaction-sdkSkill
- hz-unity-meta-mixed-reality-utility-kitSkill
- hz-unity-meta-movement-sdk-retargetingSkill
- hz-unity-meta-quest-uiSkill
- hz-unity-passthrough-camera-accessSkill
- hz-unity-placementSkill
- hz-unity-platform-sdkSkill
- hz-unity-sdk-upgradeSkill
- hz-unity-tmp-resourcesSkill
- hz-vr-debugSkill
- hz-xr-simulator-controlSkill
- hz-xr-simulator-install-and-configureSkill
- metavr-cliSkill
- portalSkill
The file
Show its rules and text
We split this skill into the rules it gives an agent
35 rules. About 0 are common, 17 are distinctive, and 18 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈17
Distinctive · estimate
This author's own choices. Worth a look.
18
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 35
Read README.md, CHANGELOG.md, and any docs in Documentation/ folder
- Very specific: line 36
Read Packages/manifest.json to understand all included packages
- Very specific: line 41
If an Editor is reachable (unity status --format json shows state ready), inspect it live for richer data than the files alone give — unity …
- Very specific: line 42
If a headset is attached, record the test-device baseline — metavr device list and metavr device info <id> (OS version, form factor) — so …
- Distinctive: line 46
Before documenting, ask the user about anything that is not clear from the code or docs alone.
- Distinctive: line 51
Only ask about genuinely ambiguous items.
- Very specific: line 64
Create one file per scene (e.g., .agent-docs/scenes/startup.md).
- Very specific: line 73
Create a scene flow diagram in .agent-docs/scenes/_flow.md using mermaid:
- Very specific: line 91
If a folder of prefabs is self-explanatory by naming → group doc (e.g., .agent-docs/prefabs/ui-elements.md)
- Very specific: line 92
If individual prefabs have non-obvious purpose → document individually (e.g., .agent-docs/prefabs/player-rig.md)
- Distinctive: line 102
Document non-script, non-prefab assets adaptively:
- Distinctive: line 111
Do NOT duplicate code or describe implementation details
- Very specific: line 115
Create or update .agent-docs/index.md as the main entry point:
- Very specific: line 172
Read .agent-docs/_config.md and .agent-docs/index.md
- Distinctive: line 174
If the AI agent just made changes: update only the docs affected by those changes
- Distinctive: line 175
If the user asks to update: compare current project state against documented state
- Very specific: line 176
Check for new/removed/renamed scenes, scripts, prefabs
- Very specific: line 177
Check for new packages in Packages/manifest.json
- Distinctive: line 178
Check git status for recently modified files if helpful
- Distinctive: line 179
Update only the affected sub-documents
- Distinctive: line 180
Clean up stale references: If a script, prefab, or asset was deleted or renamed, remove or update references to it in the affected docs.
- Very specific: line 181
Update .agent-docs/index.md if new docs were added or removed
- Very specific: line 182
Update last_update and the documented lists in .agent-docs/_config.md
- Distinctive: line 184
Do NOT rewrite docs that haven't changed.
- Very specific: line 190
Check if .agent-docs/index.md exists — if not, skip (no docs to ingest)
- Very specific: line 191
Read .agent-docs/index.md to get the document map and quick context
- Distinctive: line 197
Do NOT eagerly read all sub-docs — read on-demand to keep context focused
- Distinctive: line 204
Size: Keep each sub-doc concise.
- Distinctive: line 205
Cross-references: Use relative markdown links between docs when there's an actual dependency or relationship.
- Distinctive: line 206
Diagrams: Use mermaid when it clarifies flow or architecture better than prose.
- Distinctive: line 207
Third-party packages: Document how the project uses them.
- Distinctive: line 208
Scripts: Document purpose and usage, not implementation.
- Distinctive: line 209
Prefabs: Document nested hierarchies.
- Very specific: line 212
Dates: Use only the date in Last updated fields — no parenthetical annotations.
- Very specific: line 216
Use lowercase kebab-case for all filenames: player-controller.md, main-menu.md
≈ “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 Project Analyzer
Analyze, document, and maintain a living knowledge base of a Unity project's structure, optimized for AI agent comprehension. Output lives in .agent-docs/ as source-control-friendly markdown files.
Modes of Operation
This skill operates in four modes. Determine which mode to use based on context:
Mode 1: First-Time Full Scan
Trigger: .agent-docs/ directory does not exist or .agent-docs/index.md does not exist.
Mode 2: Incremental Update
Trigger: User asks to update docs, or AI agent has made structural changes (new scenes, scripts, prefabs, systems). Default update mode.
Important: Incremental updates are part of implementation, not a separate step. When creating or modifying scripts, prefabs, or assets, update the corresponding .agent-docs/ files in the same pass before moving on to the next task.
Mode 3: Full Rescan
Trigger: User explicitly requests a full rescan (e.g., "rescan project", "full project analysis").
Mode 4: Ingestion
Trigger: User asks about the project structure or how a system/feature works (e.g., "what does this project do", "how does the ball system work", "project structure", "load project analysis"). Only use this mode when .agent-docs/ exists. This mode is read-only — do not modify docs.
Instructions for Full Scan (Mode 1) and Full Rescan (Mode 3)
Step 1: Gather Project Overview
- Read
README.md,CHANGELOG.md, and any docs inDocumentation/folder - Read
Packages/manifest.jsonto understand all included packages - List all scenes:
Assets/**/*.unity - List all script folders and assembly definitions:
Assets/**/*.asmdef - List all prefab folders: find directories containing
.prefabfiles - Identify the project's Unity version from
ProjectSettings/ProjectVersion.txt - If an Editor is reachable (
unity status --format jsonshows stateready), inspect it live for richer data than the files alone give —unity command get_scene_hierarchy,find_assets,package_list --scope installed, and theget_*_settingscommands (get_player_settings,get_quality_settings,get_graphics_settings). See theunity-cliskill. - If a headset is attached, record the test-device baseline —
metavr device listandmetavr device info <id>(OS version, form factor) — so later findings can cite the hardware they were observed on.
Step 2: Ask Clarifying Questions
Before documenting, ask the user about anything that is not clear from the code or docs alone. Examples:
- "I see scenes named X, Y, Z — which is the main entry point?"
- "There's a folder called [name] with assets I can't determine the purpose of — what is it for?"
- "I see multiple networking approaches — which is the primary one?"
Only ask about genuinely ambiguous items. If something is clear from naming, folder structure, or code inspection, document it directly.
Step 3: Analyze and Document
For each category below, create or update the corresponding sub-document:
3a. Project Overview (.agent-docs/project-overview.md)
- Project name, description, Unity version
- Target platform(s)
- High-level architecture summary
- Key third-party packages and how they are used in this project (surface-level only — no internals)
3b. Scene Flow (.agent-docs/scenes/)
Create one file per scene (e.g., .agent-docs/scenes/startup.md).
For each scene document:
- Purpose and role in the project
- Key GameObjects and their purpose
- Which scripts/prefabs are used
- Scene transitions (what loads this scene, what does this scene load)
- Whether it's part of the main runtime flow, a test scene, or an example
Create a scene flow diagram in .agent-docs/scenes/_flow.md using mermaid:
graph LR
Startup --> MainMenu --> Gameplay3c. Systems (.agent-docs/systems/)
Identify logical systems (networking, UI, audio, input, gameplay, etc.) and create one file per system.
For each system document:
- Purpose and responsibility
- Key scripts (with file paths) and their roles — focus on how to use them, not implementation
- Key prefabs the system uses
- Dependencies on other systems
- Cross-reference related scenes and other system docs with relative links
3d. Prefabs (.agent-docs/prefabs/)
Group or document individually based on clarity:
- If a folder of prefabs is self-explanatory by naming → group doc (e.g.,
.agent-docs/prefabs/ui-elements.md) - If individual prefabs have non-obvious purpose → document individually (e.g.,
.agent-docs/prefabs/player-rig.md)
For each prefab/group:
- Purpose and when to use it
- Nested prefab hierarchy (document nested prefabs and variants)
- Key components attached
- Which scenes use it
- Configuration notes (important inspector values, required references)
3e. Assets (.agent-docs/assets/)
Document non-script, non-prefab assets adaptively:
- Materials, shaders, textures, audio, animations, scriptable objects
- Group when folder naming is clear; document individually when purpose is non-obvious
- Focus on: what is it, what is it for, how/where is it used
3f. Scripts Reference (.agent-docs/scripts/)
Scripts are self-documenting through code. Here, document usage context only:
- Organize by system or feature area
- For each script: purpose, how to use it, which prefab/scene it belongs to
- Do NOT duplicate code or describe implementation details
Step 4: Build the Index
Create or update .agent-docs/index.md as the main entry point:
# [Project Name] — Agent Documentation
> Auto-generated project knowledge base for AI agent comprehension.
> Last updated: YYYY-MM-DD
## Quick Context
[2-3 sentence project summary]
## Document Map
- [Project Overview](project-overview.md)
- Scenes
- [Scene Flow](<scenes/_flow.md>)
- [SceneName](<scenes/scene-name.md>)
- ...
- Systems
- [SystemName](<systems/system-name.md>)
- ...
- Prefabs
- [PrefabGroup](<prefabs/group-name.md>)
- ...
- Assets
- [AssetGroup](<assets/group-name.md>)
- ...
- Scripts
- [ScriptArea](<scripts/area-name.md>)
- ...
## Runtime Flow
[Brief description of app lifecycle from launch to gameplay]Step 5: Create Config
Create .agent-docs/_config.md:
---
last_full_scan: YYYY-MM-DD
last_update: YYYY-MM-DD
documented_systems:
- system-name-1
- system-name-2
documented_scenes:
- scene-name-1
- scene-name-2
documented_prefab_groups:
- group-name-1
- group-name-2
---Instructions for Incremental Update (Mode 2)
- Read
.agent-docs/_config.mdand.agent-docs/index.md - Identify what changed:
- If the AI agent just made changes: update only the docs affected by those changes
- If the user asks to update: compare current project state against documented state
- Check for new/removed/renamed scenes, scripts, prefabs
- Check for new packages in
Packages/manifest.json - Check git status for recently modified files if helpful
- Update only the affected sub-documents
- Clean up stale references: If a script, prefab, or asset was deleted or renamed, remove or update references to it in the affected docs. Do not leave broken references.
- Update
.agent-docs/index.mdif new docs were added or removed - Update
last_updateand the documented lists in.agent-docs/_config.md
Do NOT rewrite docs that haven't changed.
Instructions for Ingestion (Mode 4)
- Check if
.agent-docs/index.mdexists — if not, skip (no docs to ingest) - Read
.agent-docs/index.mdto get the document map and quick context - Based on the user's question, read only the sub-docs relevant to what they are asking about. For example:
- "What does this project do?" → read
project-overview.md - "How does the ball system work?" → read
systems/balls.md - "What scenes are there?" → read
scenes/_flow.md - General project questions → read
project-overview.mdandscenes/_flow.md
- "What does this project do?" → read
- Do NOT eagerly read all sub-docs — read on-demand to keep context focused
Document Writing Guidelines
- Audience: AI agents first. Be explicit, structured, and unambiguous.
- Size: Keep each sub-doc concise. Prefer structured lists over paragraphs. Target under 200 lines per doc.
- Cross-references: Use relative markdown links between docs when there's an actual dependency or relationship.
- Diagrams: Use mermaid when it clarifies flow or architecture better than prose. Skip when prose is clearer.
- Third-party packages: Document how the project uses them. Do not document their internals.
- Scripts: Document purpose and usage, not implementation. The code is self-documenting.
- Prefabs: Document nested hierarchies. Note important inspector configuration.
- Source control: One concept per file. Use descriptive filenames. Avoid large monolithic docs.
- Staleness: Include
Last updated: YYYY-MM-DDat the top of each sub-doc. This helps identify docs that may need refresh. - Dates: Use only the date in
Last updatedfields — no parenthetical annotations.
File Naming Convention
- Use lowercase kebab-case for all filenames:
player-controller.md,main-menu.md - Prefix flow/index files with underscore:
_flow.md,_config.md - Match scene/system names but in kebab-case:
Startup.unity→startup.md
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