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研究检索执行命令github未标认证来源可访问许可证需确认审计通过

unity-editor-toolingUnity editor tooling 搜索

Agent Skill

unity-editor-tooling 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。

总安装

441

周安装

18

GitHub Stars

33

下载量

141
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

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:unity-editor-tooling(Unity editor tooling 搜索)
来源仓库:https://github.com/josiahsiegel/claude-plugin-marketplace
仓库路径:skills/unity-editor-tooling
安装命令:
npx skills add https://github.com/josiahsiegel/claude-plugin-marketplace --skill unity-editor-tooling
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。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/josiahsiegel/claude-plugin-marketplace --skill unity-editor-tooling

简介

用于 Unity Editor Tooling 相关信息的查找、检索和筛选,适合在 Codex、Claude、Cursor、Gemini CLI 中快速定位工具使用资料。

  • 适用于需要根据关键词或任务场景定位候选结果时使用。
  • 通过 npx skills add 命令从 GitHub 仓库安装并使用。
  • 安装前建议确认权限范围和维护状态,避免触发不必要的联网或文件操作。
  • unity-editor-tooling 属于研究检索类 Skill,可作为该场景下的辅助能力补充。

SKILL.md

Unity Editor Scripting and Tooling

Overview

Reference for extending the Unity Editor, automating builds, testing, version control configuration, and package development. Covers custom inspectors, editor windows, build pipeline scripting, CI/CD, and the Unity Test Framework.

Custom Inspectors

Basic Custom Editor

#if UNITY_EDITOR
using UnityEditor;
using UnityEngine;

[CustomEditor(typeof(EnemySpawner))]
public class EnemySpawnerEditor : Editor
{
    SerializedProperty spawnPoints;
    SerializedProperty enemyPrefab;
    SerializedProperty spawnInterval;

    void OnEnable()
    {
        spawnPoints = serializedObject.FindProperty("_spawnPoints");
        enemyPrefab = serializedObject.FindProperty("_enemyPrefab");
        spawnInterval = serializedObject.FindProperty("_spawnInterval");
    }

    public override void OnInspectorGUI()
    {
        serializedObject.Update();

        EditorGUILayout.PropertyField(enemyPrefab);
        EditorGUILayout.Slider(spawnInterval, 0.1f, 10f, new GUIContent("Spawn Interval"));

        EditorGUILayout.Space();
        EditorGUILayout.LabelField("Spawn Points", EditorStyles.boldLabel);
        EditorGUILayout.PropertyField(spawnPoints, true);

        if (GUILayout.Button("Add Spawn Point at Origin"))
        {
            spawnPoints.InsertArrayElementAtIndex(spawnPoints.arraySize);
            var newElement = spawnPoints.GetArrayElementAtIndex(spawnPoints.arraySize - 1);
            newElement.vector3Value = Vector3.zero;
        }

        serializedObject.ApplyModifiedProperties();
    }

    void OnSceneGUI()
    {
        var spawner = (EnemySpawner)target;
        // Draw handles in scene view for each spawn point
        for (int i = 0; i < spawner.SpawnPointCount; i++)
        {
            Vector3 point = spawner.GetSpawnPoint(i);
            Vector3 newPoint = Handles.PositionHandle(point, Quaternion.identity);
            if (point != newPoint)
            {
                Undo.RecordObject(spawner, "Move Spawn Point");
                spawner.SetSpawnPoint(i, newPoint);
            }
        }
    }
}
#endif

Key rules:

  • Always wrap editor code in #if UNITY_EDITOR or place in Editor/ folders
  • Use SerializedProperty for undo/redo support and multi-object editing
  • Call serializedObject.Update() before and ApplyModifiedProperties() after changes
  • Use Undo.RecordObject() before direct modifications

PropertyDrawer

[CustomPropertyDrawer(typeof(MinMaxRange))]
public class MinMaxRangeDrawer : PropertyDrawer
{
    public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
    {
        EditorGUI.BeginProperty(position, label, property);
        var min = property.FindPropertyRelative("min");
        var max = property.FindPropertyRelative("max");
        float minVal = min.floatValue;
        float maxVal = max.floatValue;

        position = EditorGUI.PrefixLabel(position, label);
        EditorGUI.MinMaxSlider(position, ref minVal, ref maxVal, 0f, 100f);
        min.floatValue = minVal;
        max.floatValue = maxVal;
        EditorGUI.EndProperty();
    }
}

Use PropertyDrawers for reusable field-level customization. Use CustomEditors for component-level customization.

EditorWindow

public class LevelEditorWindow : EditorWindow
{
    [MenuItem("Tools/Level Editor")]
    static void ShowWindow() => GetWindow<LevelEditorWindow>("Level Editor");

    Vector2 scrollPos;
    string searchFilter = "";

    void OnGUI()
    {
        EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
        searchFilter = EditorGUILayout.TextField(searchFilter, EditorStyles.toolbarSearchField);
        if (GUILayout.Button("Refresh", EditorStyles.toolbarButton, GUILayout.Width(60)))
            RefreshData();
        EditorGUILayout.EndHorizontal();

        scrollPos = EditorGUILayout.BeginScrollView(scrollPos);
        // Draw content
        EditorGUILayout.EndScrollView();
    }

    void OnSelectionChange() => Repaint(); // React to selection changes
}

Use EditorWindow for standalone tools. Use [MenuItem] for menu bar integration. Override OnSelectionChange, OnHierarchyChange, OnProjectChange for reactive updates.

ScriptedImporter

[ScriptedImporter(1, "leveldata")]
public class LevelDataImporter : ScriptedImporter
{
    public override void OnImportAsset(AssetImportContext ctx)
    {
        string json = File.ReadAllText(ctx.assetPath);
        var levelData = ScriptableObject.CreateInstance<LevelData>();
        JsonUtility.FromJsonOverwrite(json, levelData);
        ctx.AddObjectToAsset("main", levelData);
        ctx.SetMainObject(levelData);
    }
}

Register custom file extensions. Unity re-imports automatically when the source file changes.

Build Pipeline

Build Script

public static class BuildScript
{
    [MenuItem("Build/Build Windows")]
    public static void BuildWindows()
    {
        var options = new BuildPlayerOptions
        {
            scenes = EditorBuildSettings.scenes
                .Where(s => s.enabled)
                .Select(s => s.path).ToArray(),
            locationPathName = "Builds/Windows/Game.exe",
            target = BuildTarget.StandaloneWindows64,
            options = BuildOptions.None
        };

        var report = BuildPipeline.BuildPlayer(options);
        if (report.summary.result != BuildResult.Succeeded)
            throw new Exception($"Build failed: {report.summary.totalErrors} errors");
    }
}

CI/CD with GameCI (GitHub Actions)

name: Unity Build
on:
  push:
    branches: [main]

jobs:
  build:
    runs-on: ubuntu-latest
    strategy:
      matrix:
        targetPlatform: [StandaloneWindows64, StandaloneLinux64, WebGL]
    steps:
      - uses: actions/checkout@v4
        with:
          lfs: true

      - uses: game-ci/unity-builder@v4
        env:
          UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
          UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
          UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
        with:
          targetPlatform: ${{ matrix.targetPlatform }}
          buildMethod: BuildScript.Build${{ matrix.targetPlatform }}

      - uses: actions/upload-artifact@v4
        with:
          name: build-${{ matrix.targetPlatform }}
          path: build/${{ matrix.targetPlatform }}

Activate a Unity license first using game-ci/unity-activate. Use Unity Build Automation (Cloud Build) as an alternative if CI runners lack capacity.

Assembly Definitions

Project/
├── Scripts/
│   ├── Core/             Core.asmdef          (no references)
│   ├── Gameplay/          Gameplay.asmdef      (references: Core)
│   ├── UI/                UI.asmdef            (references: Core, Gameplay)
│   ├── Networking/        Networking.asmdef     (references: Core)
│   ├── Editor/            Editor.asmdef        (references: Core; Editor-only platform)
│   └── Tests/
│       ├── EditMode/      Tests.EditMode.asmdef (references: Core; Test assemblies)
│       └── PlayMode/      Tests.PlayMode.asmdef (references: Core, Gameplay)

Benefits: Incremental compilation (only recompile changed assemblies), enforced dependency boundaries, required for testability.

Rules:

  • Set Editor-only assemblies to Editor platform only
  • Test assemblies must reference UnityEngine.TestRunner and UnityEditor.TestRunner
  • Use Assembly Definition References for cross-assembly access

Unity Test Framework

Edit Mode Test

[TestFixture]
public class InventoryTests
{
    [Test]
    public void AddItem_IncreasesCount()
    {
        var inventory = new Inventory(maxSlots: 10);
        inventory.Add(new Item("Sword", 1));
        Assert.AreEqual(1, inventory.Count);
    }

    [Test]
    public void AddItem_WhenFull_ReturnsFalse()
    {
        var inventory = new Inventory(maxSlots: 1);
        inventory.Add(new Item("Sword", 1));
        Assert.IsFalse(inventory.Add(new Item("Shield", 1)));
    }
}

Play Mode Test

[UnityTest]
public IEnumerator Player_TakesDamage_HealthDecreases()
{
    var player = new GameObject().AddComponent<PlayerHealth>();
    player.Initialize(100);
    player.TakeDamage(30);
    yield return null; // Wait one frame
    Assert.AreEqual(70, player.CurrentHealth);
}

Run tests via Window > General > Test Runner. Edit Mode tests run instantly. Play Mode tests enter play mode and can test MonoBehaviour logic, coroutines, and physics.

Version Control

Unity.gitignore (Essential Entries)

/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
/[Mm]emoryCaptures/
/[Rr]ecordings/
*.csproj
*.sln
*.suo
*.user
*.pidb
*.booproj
*.unityproj

Project Settings for Version Control

  1. Edit > Project Settings > Editor > Asset Serialization: Force Text
  2. Edit > Project Settings > Editor > Version Control Mode: Visible Meta Files
  3. Use Unity Smart Merge: configure .gitattributes with *.unity merge=unityyamlmerge
  4. Install UnityYAMLMerge (ships with Unity) and configure git to use it

Custom Packages (UPM)

com.company.my-package/
├── package.json
├── Runtime/
│   ├── com.company.my-package.asmdef
│   └── MyScript.cs
├── Editor/
│   ├── com.company.my-package.editor.asmdef
│   └── MyEditorScript.cs
├── Tests/
│   ├── Runtime/
│   └── Editor/
├── Documentation~/
├── CHANGELOG.md
└── README.md

Install local packages via manifest.json: "com.company.my-package": "file:../../Packages/my-package" or via git URL.

Additional Resources

Reference Files

  • references/editor-recipes.md -- Advanced editor patterns: Gizmos, Handles, SceneView overlays, custom menus, asset post-processors, build hooks (IPreprocessBuildWithReport), serialization callbacks, Terrain and ProBuilder scripting, multi-scene editing workflows

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

35.03%
按下载量换算49

Claude

28.48%
按下载量换算40

Cursor

18.89%
按下载量换算27

Gemini CLI

9.15%
按下载量换算13

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

执行命令

安装流程涉及命令执行,可能通过 npx skills add https://github.com/josiahsiegel/claude-plugin-marketplace --skill unity-editor-tooling 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

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。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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