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Agent Skill · 研究检索

theone-unity-standards(theone Unity standards 搜索)

theone-unity-standards 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

theone-unity-standards 是研究检索类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为只读;许可证为 MIT,第三方扫描有未通过项,按安装量在研究检索类的 73,675 个 Skill 里排第 44,915。

总安装 881周安装 36GitHub Stars 71下载 285核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
MIT

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:theone-unity-standards(theone Unity standards 搜索)
来源仓库:https://github.com/the1studio/theone-training-skills
仓库路径:skills/theone-unity-standards
安装命令:
npx skills add https://github.com/the1studio/theone-training-skills --skill theone-unity-standards
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。不同来源提供的安装方式可能略有差异;本站展示可直接复制的安装命令,安装前请核对来源页面。

skills.shnpx skills
npx skills add https://github.com/the1studio/theone-training-skills --skill theone-unity-standards

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

theone-unity-standards 提供 Unity 项目的 C# 编码与架构标准。推荐 VContainer+SignalBus 或 TheOne.DI 依赖注入方案。包含代码卫生、性能红线与安全审计条目。适用于中大型 Unity 项目的团队协作开发规范。

部分规则在 Gen Agent Trust Hub 审计中未全部通过。

来源仓库内路径:skills/theone-unity-standards

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/the1studio/theone-training-skills --skill theo…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它标注为只读,先用只读任务试一次,确认行为符合预期再扩大使用范围。

常见问题

6 条

theone-unity-standards 怎么安装?

在终端执行 npx skills add https://github.com/the1studio/theone-training-skills --skill theone-unity-s…。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

theone-unity-standards 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

theone-unity-standards 需要什么权限?

权限级别是只读。该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

theone-unity-standards 是免费的吗?

来源标注的许可证是 MIT。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

theone-unity-standards 用的人多吗?

公开数据是累计安装 881 次,近一周安装 36 次,下载 285 次,GitHub 71 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

theone-unity-standards 安全吗?

第三方扫描有未通过项,风险较高。除非你确认过源码,否则不建议直接安装到常用环境。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 3 个目录同时收录,说明这个 Skill 流传比较广。
  • 许可证明确为 MIT,商用和分发边界好判断。
  • 标注为只读权限,试用阶段不容易误改本地文件。

先想清楚的地方

  • 第三方扫描存在提醒项或未通过项,需要人工逐条确认。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。
  • 只想先试试效果、不希望它改动本地文件的人。

不太适合

  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
theone-unity-standards

theone Unity standards 搜索 · 本页

88171只读MIT未通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

TheOne Studio Unity Development Standards

⚠️ Unity 6 (C# 9): All patterns and examples are compatible with Unity 6, which uses C# 9. No C# 10+ features are used.

Skill Purpose

This skill enforces TheOne Studio's comprehensive Unity development standards with CODE QUALITY FIRST:

Priority 1: Code Quality & Hygiene (MOST IMPORTANT)

  • Nullable reference types, access modifiers, fix all warnings
  • Throw exceptions (never log errors)
  • TheOne.Logging.ILogger (runtime, no guards, no prefixes, no constructor logs) vs Debug.Log (editor only)
  • readonly/const, nameof, using directive scope
  • No inline comments (use descriptive names)

Priority 2: Modern C# Patterns

  • LINQ over loops, extension methods, expression bodies
  • Null-coalescing operators, pattern matching
  • Modern C# features (records, init, with)

Priority 3: Unity Architecture

  • VContainer + SignalBus OR TheOne.DI + Publisher/Subscriber
  • Data Controllers pattern (NEVER direct data access)
  • Resource management, UniTask async patterns

Priority 4: Performance & Review

  • LINQ optimization, allocation prevention
  • Code review guidelines

When This Skill Triggers

  • Writing or refactoring Unity C# code
  • Implementing Unity features with dependency injection
  • Working with events and signals
  • Accessing or modifying game data
  • Reviewing code changes or pull requests
  • Setting up project architecture

Quick Reference Guide

What Do You Need Help With?

PriorityTaskReference
🔴 PRIORITY 1: Code Quality (Check FIRST)
1Nullable types, access modifiers, warnings, exceptionsQuality & Hygiene ⭐
1TheOne.Logging.ILogger (no guards, no prefixes, no constructor logs) vs Debug.LogQuality & Hygiene ⭐
1readonly/const, nameof, using scope, no inline commentsQuality & Hygiene ⭐
🟡 PRIORITY 2: Modern C# Patterns
2LINQ, extension methods, var usageLINQ Patterns
2Expression bodies, null-coalescing, pattern matchingModern C# Features
2Records, init, with expressionsModern C# Features
🟢 PRIORITY 3: Unity Architecture
3VContainer dependency injectionVContainer DI
3SignalBus event systemSignalBus Events
3Data Controllers pattern (NEVER direct data access)Data Controllers
3Service/Bridge/Adapter integrationIntegration Patterns
3TheOne.DI + Publisher/Subscriber alternativeTheOne Framework
3UniTask async/await patternsUniTask Patterns
🔵 PRIORITY 4: Performance & Review
4Performance, LINQ optimization, allocationsPerformance
4Architecture review (DI, events, controllers)Architecture Review
4C# quality review (LINQ, null handling)C# Quality
4Unity-specific review (components, lifecycle)Unity Specifics
4Performance review (allocations, hot paths)Performance Review

🔴 CRITICAL: Code Quality Rules (CHECK FIRST!)

⚠️ MANDATORY QUALITY STANDARDS

ALWAYS enforce these BEFORE writing any code:

  1. Enable nullable reference types - No nullable warnings allowed
  2. Use least accessible access modifier - private by default
  3. Fix ALL warnings - Zero tolerance for compiler warnings
  4. Throw exceptions for errors - NEVER log errors, throw exceptions
  5. TheOne.Logging.ILogger for runtime - No conditional guards (#if), no prefixes ([prefix]), NEVER in constructors; Debug.Log ONLY for editor scripts
  6. Use readonly for fields - Mark fields that aren't reassigned
  7. Use const for constants - Constants should be const, not readonly
  8. Use nameof for strings - Never hardcode property/parameter names
  9. Using directive in deepest scope - Method-level using when possible
  10. No inline comments - Use descriptive names; code should be self-explanatory

Example: Enforce Quality First

// ✅ EXCELLENT: All quality rules enforced
#nullable enable // 1. Nullable enabled

public sealed class PlayerService
{
    private readonly TheOne.Logging.ILogger logger;
    private const int MaxHealth = 100;

    public PlayerService(TheOne.Logging.ILogger logger)
    {
        this.logger = logger;
    }

    public Player GetPlayer(string id)
    {
        using System.Text.Json;

        return players.TryGetValue(id, out var player)
            ? player
            : throw new KeyNotFoundException($"Player not found: {id}");
    }

    private void LoadGameData()
    {
        this.logger.Info("Game data loaded");
    }
}

#if UNITY_EDITOR
public class EditorTool
{
    public void Process()
    {
        Debug.Log("Processing..."); // 5. Debug.Log OK in editor
    }
}
#endif

⚠️ Unity Architecture Rules (AFTER Quality)

Choose ONE Framework Stack

Choose ONE stack per project:

Option 1: VContainer + SignalBus

  • ✅ VContainer for dependency injection
  • ✅ SignalBus for events
  • ✅ [Preserve] attribute on constructors

Option 2: TheOne.DI + Publisher/Subscriber

  • ✅ TheOne.DI wrapper
  • ✅ IPublisher/ISubscriber for events
  • ✅ [Inject] attribute on constructors

Universal Rules (Both Stacks):

  • ✅ Use Data Controllers (NEVER direct data access)
  • ✅ Use UniTask for async operations
  • ✅ Unload assets in Dispose
  • ✅ TheOne.Logging.ILogger for runtime (no guards, no prefixes, no constructor logs), Debug.Log for editor only

Brief Examples

🔴 Code Quality First

// ✅ EXCELLENT: Quality rules enforced
#nullable enable

public sealed class PlayerController
{
    private readonly TheOne.Logging.ILogger logger;
    private const int MaxRetries = 3;

    public PlayerController(TheOne.Logging.ILogger logger)
    {
        this.logger = logger;
    }

    public Player LoadPlayer(string id)
    {
        if (!File.Exists(id))
            throw new FileNotFoundException($"Player file not found: {id}");

        this.logger.Info($"Loading player {id}");
        return DeserializePlayer(id);
    }
}

#if UNITY_EDITOR
public class EditorHelper
{
    public void Log() => Debug.Log("Editor only"); // Debug.Log OK in editor
}
#endif

🟡 Modern C# Patterns

// ✅ GOOD: LINQ instead of loops
var activeEnemies = allEnemies.Where(e => e.IsActive).ToList();

// ✅ GOOD: Expression bodies
public int Health => this.currentHealth;

// ✅ GOOD: Null-coalescing
var name = playerName ?? "Unknown";

// ✅ GOOD: Pattern matching
if (obj is Player player) player.TakeDamage(10);

Unity Architecture (VContainer)

using UnityEngine.Scripting;
using VContainer.Unity;

public sealed class GameService : IInitializable, IDisposable
{
    private readonly SignalBus signalBus;
    private readonly LevelDataController levelController;

    [Preserve]
    public GameService(SignalBus signalBus, LevelDataController levelController)
    {
        this.signalBus = signalBus;
        this.levelController = levelController;
    }

    void IInitializable.Initialize()
    {
        this.signalBus.Subscribe<WonSignal>(this.OnWon);
    }

    void IDisposable.Dispose()
    {
        this.signalBus.TryUnsubscribe<WonSignal>(this.OnWon);
    }
}

Unity Architecture (TheOne.DI)

public sealed class GameService : IAsyncEarlyLoadable, IDisposable
{
    private readonly IPublisher<WonSignal> publisher;
    private IDisposable? subscription;

    [Inject]
    public GameService(
        IPublisher<WonSignal> publisher,
        ISubscriber<WonSignal> subscriber)
    {
        this.publisher = publisher;
        this.subscription = subscriber.Subscribe(this.OnWon);
    }

    public void Dispose()
    {
        this.subscription?.Dispose();
    }
}

Code Review Checklist

Quick Validation (before committing)

🔴 Code Quality (CHECK FIRST):

  • Nullable reference types enabled (#nullable enable)
  • All access modifiers correct (private by default)
  • Zero compiler warnings
  • Exceptions thrown for errors (no error logging)
  • TheOne.Logging (runtime) vs Debug.Log (editor only)
  • readonly used for non-reassigned fields
  • const used for constants
  • nameof used instead of string literals
  • Using directives in deepest scope
  • No inline comments (self-explanatory code)

🟡 Modern C# Patterns:

  • LINQ used instead of manual loops
  • Expression bodies for simple members
  • Null-coalescing operators used
  • Pattern matching for type checks
  • Modern C# features used where appropriate

🟢 Unity Architecture:

  • VContainer/TheOne.DI used correctly
  • SignalBus/Publisher-Subscriber used correctly
  • Data accessed through Controllers only
  • All signals unsubscribed in Dispose
  • [Preserve] or [Inject] attribute on constructors

🟢 Unity Specifics:

  • Assets loaded are unloaded in Dispose
  • No Find/GetComponent in Update/runtime loops
  • TryGetComponent used instead of GetComponent + null check
  • Lifecycle methods in correct order

🔵 Performance:

  • No allocations in Update/FixedUpdate
  • LINQ avoided in hot paths
  • .ToArray() used instead of.ToList() when not modified

Common Mistakes to Avoid

❌ DON'T:

  1. Ignore nullable warnings → Enable #nullable and fix all warnings
  2. Log errors instead of throwing → Throw exceptions for errors
  3. Use Debug.Log in runtime code → Use TheOne.Logging.ILogger (Debug.Log is editor only)
  4. Add conditional guards to logs → ILogger handles #if internally
  5. Add manual log prefixes → ILogger handles [prefix] automatically
  6. Log in constructors → Never log in constructors (keep fast/side-effect free)
  7. Use logger?.Method() → Use logger.Method() (DI guarantees non-null)
  8. Add verbose logs → Keep only necessary logs
  9. Skip access modifiers → Always use least accessible (private default)
  10. Hardcode strings → Use nameof() for property/parameter names
  11. Leave fields mutable → Use readonly/const where possible
  12. Use Zenject → Use VContainer
  13. Use MessagePipe directly → Use SignalBus
  14. Access data models directly → Use Controllers
  15. Forget to unsubscribe from signals → Implement IDisposable
  16. Add inline comments → Use descriptive names instead

✅ DO:

  1. Enable nullable reference types (#nullable enable)
  2. Throw exceptions for errors (never log errors)
  3. Use TheOne.Logging.ILogger for runtime (no guards, no prefixes, no constructor logs)
  4. Use logger.Method() directly (no null-conditional, DI guarantees non-null)
  5. Debug.Log for editor only (#if UNITY_EDITOR)
  6. Use least accessible modifiers (private by default)
  7. Use descriptive names (no inline comments)
  8. Use nameof() for string literals
  9. Use readonly/const for immutable fields
  10. Use VContainer or TheOne.DI for dependency injection
  11. Use SignalBus or Publisher/Subscriber for all events
  12. Use Controllers for all data access
  13. Always implement IDisposable and unsubscribe
  14. Add [Preserve] or [Inject] to prevent code stripping
  15. Use LINQ for collection operations

Review Severity Levels

🔴 Critical (Must Fix)

  • Nullable warnings not fixed - Enable #nullable and fix all warnings
  • Logging errors instead of throwing - Use throw, not log for errors
  • Debug.Log in runtime code - Must use TheOne.Logging.ILogger (Debug.Log = editor only)
  • Conditional guards on logs - ILogger handles #if internally, remove guards
  • Manual log prefixes - ILogger handles [prefix] automatically, remove prefixes
  • Logging in constructors - Never log in constructors (keep fast/side-effect free)
  • Null-conditional on logger - Use logger.Method() not logger?.Method()
  • Missing access modifiers - All members must have explicit modifiers
  • Compiler warnings ignored - Zero tolerance for warnings
  • Inline comments - Use descriptive names instead
  • Using Zenject instead of VContainer
  • Using MessagePipe instead of SignalBus
  • Direct data access (not using Controllers)
  • Memory leaks (not unsubscribing)
  • Missing IDisposable implementation

🟡 Important (Should Fix)

  • Missing readonly/const - Fields should be readonly/const when possible
  • Hardcoded strings - Use nameof() for property/parameter names
  • Using directives not in deepest scope - Method-level using when possible
  • Verbose unnecessary logs - Keep only necessary logs
  • Verbose code instead of LINQ
  • Missing [Preserve] or [Inject] attribute
  • Performance issues in hot paths
  • Missing unit tests for business logic
  • No XML documentation on public APIs

🟢 Nice to Have (Suggestion)

  • Could use expression body
  • Could use null-conditional
  • Could use pattern matching
  • Could improve naming
  • Could simplify with modern C# features

Detailed References

C# Coding Standards

Unity Architecture

Code Review

Summary

This skill provides comprehensive Unity development standards for TheOne Studio:

  • C# Excellence: Modern, concise, professional C# code
  • Unity Architecture: VContainer+SignalBus OR TheOne.DI+Publisher patterns
  • Code Quality: Enforced quality, hygiene, and performance rules
  • Code Review: Complete checklist for pull request reviews

Use the Quick Reference Guide above to navigate to the specific pattern you need.

平台分布

Codex

32.17%
按下载量换算92

OpenCode

21.57%
按下载量换算61

Claude Code

20.1%
按下载量换算57

windsurf

13.18%
按下载量换算38

trae

7.66%
按下载量换算22

Antigravity

3.64%
按下载量换算10

安全审计

Gen Agent Trust Hub

未通过

Socket

通过

Snyk

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。来源安全扫描存在提醒或未通过项,安装前请自行复核。

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