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unity-prefabUnity prefab 搜索

Agent Skill

unity-prefab 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。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

318

周安装

13

GitHub Stars

5

下载量

103
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-prefab(Unity prefab 搜索)
来源仓库:https://github.com/yulcat/unity-prefab
仓库路径:skills/unity-prefab
安装命令:
npx skills add https://github.com/yulcat/unity-prefab --skill unity-prefab
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/yulcat/unity-prefab --skill unity-prefab

简介

unity-prefab 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息。

  • 适合在 Codex、Claude、Cursor、Gemini CLI 中围绕仓库状态、代码变更或协作事项进行整理。
  • 支持预制体管理与资源协作的信息处理。
  • 安装前需确认权限范围、维护状态及是否触发联网或命令执行。
  • 建议结合原始 README 核验具体功能与使用边界。

SKILL.md

Unity Prefab Editing

Edit Unity prefab files through the ubridge CLI, which converts Unity's verbose YAML into a compact .ubridge format.

Prerequisites

npm i -g --install-links github:yulcat/unity-yaml-bridge

If install fails: git clone https://github.com/yulcat/unity-yaml-bridge.git && cd unity-yaml-bridge && npm install && npm link

Workflow

Read → Edit → Write

# 1. Parse (always use --project for GUID resolution + nested prefab expansion)
ubridge parse <file.prefab> --project <unity-root> -o /tmp/edit.ubridge

# 2. Edit the .ubridge file (STRUCTURE and DETAILS sections)
#    When adding new components, write all serialized fields explicitly.
#    ubridge does NOT auto-populate defaults like the Unity Editor.

# 3. Write back (-o can safely overwrite the original)
ubridge write /tmp/edit.ubridge --yaml <file.prefab> -o <file.prefab>

.ubridge Format

Three sections:

# ubridge v1 | prefab
--- STRUCTURE          ← GameObject tree
--- DETAILS            ← Component properties
--- REFS               ← fileID map (do not modify, but consult for -> references)

STRUCTURE

PlayerUI [PlayerController, Health]
├─ HUD [Canvas]
│  ├─ HealthBar [Image, Slider]
│  └─ ScoreText [TextMeshProUGUI]
├─ Weapon {Sword}                    ← nested prefab (recursively expanded)
│  └─ Blade [MeshRenderer]
└─ + DebugPanel [Text]               ← added in variant
SyntaxMeaning
[Comp,...]Components (Transform filtered out)
{PrefabName}Nested prefab instance
Comp*Overridden in variant
+ GO / - GOAdded / removed in variant
GO#NName collision disambiguation

DETAILS

[PlayerUI/HUD/HealthBar:Image]
m_Sprite = {21300000, abc123def456}
m_Color = (1, 0.3, 0.3, 1)

Path format: Root/Parent/Child:ComponentType. Only non-default values shown.

REFS

PlayerUI/HUD/HealthBar = 1234567890
PlayerUI/HUD/HealthBar:Image = 9876543210
PlayerUI/HUD/ScoreText:TextMeshProUGUI = 5555555555

REFS uses the same slash path format as DETAILS headers. Do not modify REFS, but use its keys for -> references.

Path References (->)

Internal cross-references use -> with a key from REFS:

targetGraphic = ->PlayerUI/HUD/HealthBar:Image
attackRoot = ->Weapon/Blade:Transform
targets:
  - ->PlayerUI/HUD/HealthBar
  - ->PlayerUI/HUD/ScoreText

The -> value must exactly match a REFS key. DETAILS headers and REFS keys use identical slash paths, so you can derive the correct key from either.

@ is an alias for -> (both work identically).

Cross-asset references still use {fileID, guid} format. Unresolved -> references cause an error on write-back.

Value Syntax

TypeFormatExample
int, floatliteral5, 0.42
bool0 / 11
stringliteralHello World
Vectortuple(0.5, 0.5), (1, 2, 3)
Color(r, g, b, a)(1, 0.9, 0.3, 1)
Asset ref{fileID, guid}{21300000, e197d4e8...}
Internal ref->Path:Comp->Root/Child:Image
Nullnullnull
Array[a, b][->GO1, ->GO2]

Transform Shorthand

pos = (10, 20)              # anchoredPosition
size = (200, 50)            # sizeDelta
anchor = (0, 0)-(1, 1)     # anchorMin-anchorMax
pivot = (0.5, 0.5)
scale = (1, 1, 1)
rot = (0, 45, 0)           # euler angles

See references/value-syntax.md for AnimationCurve, LayerMask, and complex arrays.

Variant Prefabs

Variants show only overrides. * = overridden component, + = added GO, - = removed GO.

# ubridge v1 | variant | base-guid:abc123...
--- STRUCTURE
Enemy [EnemyAI*, SpriteRenderer*]
└─ + Shield [SpriteRenderer]
--- DETAILS
[Enemy:EnemyAI]
speed = 5.0

[+ Shield:SpriteRenderer]
m_Sprite = {21300000, shield-guid}

Limitations

  • Scene files (.unity) not yet supported
  • Nested prefab internal components must be edited via source prefab
  • Sibling GOs with identical names use #N disambiguation

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

37.95%
按下载量换算39

Claude

30.64%
按下载量换算32

Cursor

18.45%
按下载量换算19

Gemini CLI

8.67%
按下载量换算9

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

可疑

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

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 warning/failed 结果,不能写成本站确认安全。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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