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mirzaaghazadehmirzaaghazadeh/unity-meta-quest-skills/skills/meta-official/hz-unity-project-analyzer/SKILL.md

hz-unity-project-analyzer

Skill1 starsChanged 30 days agoMITView 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.

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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
  1. Very specific:

    Read README.md, CHANGELOG.md, and any docs in Documentation/ folder

    line 35
  2. Very specific:

    Read Packages/manifest.json to understand all included packages

    line 36
  3. Very specific:

    If an Editor is reachable (unity status --format json shows state ready), inspect it live for richer data than the files alone give — unity …

    line 41
  4. Very specific:

    If a headset is attached, record the test-device baseline — metavr device list and metavr device info <id> (OS version, form factor) — so …

    line 42
  5. Distinctive:

    Before documenting, ask the user about anything that is not clear from the code or docs alone.

    line 46
  6. Distinctive:

    Only ask about genuinely ambiguous items.

    line 51
  7. Very specific:

    Create one file per scene (e.g., .agent-docs/scenes/startup.md).

    line 64
  8. Very specific:

    Create a scene flow diagram in .agent-docs/scenes/_flow.md using mermaid:

    line 73
  9. Very specific:

    If a folder of prefabs is self-explanatory by naming → group doc (e.g., .agent-docs/prefabs/ui-elements.md)

    line 91
  10. Very specific:

    If individual prefabs have non-obvious purpose → document individually (e.g., .agent-docs/prefabs/player-rig.md)

    line 92
  11. Distinctive:

    Document non-script, non-prefab assets adaptively:

    line 102
  12. Distinctive:

    Do NOT duplicate code or describe implementation details

    line 111
  13. Very specific:

    Create or update .agent-docs/index.md as the main entry point:

    line 115
  14. Very specific:

    Read .agent-docs/_config.md and .agent-docs/index.md

    line 172
  15. Distinctive:

    If the AI agent just made changes: update only the docs affected by those changes

    line 174
  16. Distinctive:

    If the user asks to update: compare current project state against documented state

    line 175
  17. Very specific:

    Check for new/removed/renamed scenes, scripts, prefabs

    line 176
  18. Very specific:

    Check for new packages in Packages/manifest.json

    line 177
  19. Distinctive:

    Check git status for recently modified files if helpful

    line 178
  20. Distinctive:

    Update only the affected sub-documents

    line 179
  21. Distinctive:

    Clean up stale references: If a script, prefab, or asset was deleted or renamed, remove or update references to it in the affected docs.

    line 180
  22. Very specific:

    Update .agent-docs/index.md if new docs were added or removed

    line 181
  23. Very specific:

    Update last_update and the documented lists in .agent-docs/_config.md

    line 182
  24. Distinctive:

    Do NOT rewrite docs that haven't changed.

    line 184
  25. Very specific:

    Check if .agent-docs/index.md exists — if not, skip (no docs to ingest)

    line 190
  26. Very specific:

    Read .agent-docs/index.md to get the document map and quick context

    line 191
  27. Distinctive:

    Do NOT eagerly read all sub-docs — read on-demand to keep context focused

    line 197
  28. Distinctive:

    Size: Keep each sub-doc concise.

    line 204
  29. Distinctive:

    Cross-references: Use relative markdown links between docs when there's an actual dependency or relationship.

    line 205
  30. Distinctive:

    Diagrams: Use mermaid when it clarifies flow or architecture better than prose.

    line 206
  31. Distinctive:

    Third-party packages: Document how the project uses them.

    line 207
  32. Distinctive:

    Scripts: Document purpose and usage, not implementation.

    line 208
  33. Distinctive:

    Prefabs: Document nested hierarchies.

    line 209
  34. Very specific:

    Dates: Use only the date in Last updated fields — no parenthetical annotations.

    line 212
  35. Very specific:

    Use lowercase kebab-case for all filenames: player-controller.md, main-menu.md

    line 216

≈ “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 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

  1. Read README.md, CHANGELOG.md, and any docs in Documentation/ folder
  2. Read Packages/manifest.json to understand all included packages
  3. List all scenes: Assets/**/*.unity
  4. List all script folders and assembly definitions: Assets/**/*.asmdef
  5. List all prefab folders: find directories containing .prefab files
  6. Identify the project's Unity version from ProjectSettings/ProjectVersion.txt
  7. If an Editor is reachable (unity status --format json shows state ready), inspect it live for richer data than the files alone give — unity command get_scene_hierarchy, find_assets, package_list --scope installed, and the get_*_settings commands (get_player_settings, get_quality_settings, get_graphics_settings). See the unity-cli skill.
  8. If a headset is attached, record the test-device baseline — metavr device list and metavr 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 --> Gameplay

3c. 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)

  1. Read .agent-docs/_config.md and .agent-docs/index.md
  2. 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
  3. Update only the affected sub-documents
  4. 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.
  5. Update .agent-docs/index.md if new docs were added or removed
  6. Update last_update and the documented lists in .agent-docs/_config.md

Do NOT rewrite docs that haven't changed.


Instructions for Ingestion (Mode 4)

  1. Check if .agent-docs/index.md exists — if not, skip (no docs to ingest)
  2. Read .agent-docs/index.md to get the document map and quick context
  3. 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.md and scenes/_flow.md
  4. 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-DD at the top of each sub-doc. This helps identify docs that may need refresh.
  • Dates: Use only the date in Last updated fields — 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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