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unity-vrc-udon-sharpUnity VRC udon sharp 命令行

Agent Skill

unity-vrc-udon-sharp 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。

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3,095

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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-vrc-udon-sharp(Unity VRC udon sharp 命令行)
来源仓库:https://github.com/niaka3dayo/agent-skills-vrc-udon
仓库路径:skills/unity-vrc-udon-sharp
安装命令:
npx skills add https://github.com/niaka3dayo/agent-skills-vrc-udon --skill unity-vrc-udon-sharp
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

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skills.shnpx skills
npx skills add https://github.com/niaka3dayo/agent-skills-vrc-udon --skill unity-vrc-udon-sharp

简介

unity-vrc-udon-sharp 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。

  • 适用于 Unity VRC 项目的代码协作、问题跟踪和版本控制等场景。
  • 通过 GitHub 仓库安装,使用 npx skills add 命令添加指定技能。
  • 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。
  • 适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

SKILL.md

UdonSharp Skill

Why This Skill Matters

UdonSharp looks like regular Unity C# scripting — until you hit its hidden walls. Many standard C# features (List<T>, async/await, try/catch, LINQ, generics) silently fail or refuse to compile in Udon. Networking is even more treacherous: modifying a synced variable without ownership produces no error — it just does nothing. Forgetting RequestSerialization means your state changes never leave your machine. Standard single-player local testing gives zero signal about these networking bugs because there is only one player.

Every rule in this skill exists because UdonSharp's default behavior is to fail silently. Read the Rules before generating any code.

Before Writing Network Code

Four architectural decisions that must be made before choosing sync modes or writing any synced variable. Changing them mid-implementation typically requires a full rewrite:

  • Who owns this state? One owner writes; all others read. If two players can both write (e.g., a shared toggle), you need an ownership transfer protocol — writes without ownership are silently discarded.
  • When does ownership transfer? On grab? Interact? Game event? OnPlayerLeft? Ownership transfer is asynchronous — do not write synced variables immediately after SetOwner(); write inside OnOwnershipTransferred.
  • What do late joiners see? State set only by one-time events (SendCustomNetworkEvent) is invisible to late joiners. Persistent state requires [UdonSynced] variables; the owner calls RequestSerialization() on join events to push current state to newcomers.
  • What if the owner leaves mid-session? Without explicit OnPlayerLeft handling, the object's synced state can never change again. Decide upfront: auto-transfer to master, reset to a known default, or the next interacting player claims ownership.

Core Principles

  1. Constraints First — Assume standard C# features are blocked until verified. Check udonsharp-constraints.md before using any API.
  2. Ownership Before Mutation — Only the owner of an object can modify its synced variables. Always SetOwner → modify → RequestSerialization.
  3. Late Joiner Correctness — State must be correct for players who join after events have occurred. Design for re-serialization, not just live updates.
  4. Sync Minimization — Every synced variable costs bandwidth (see data budget in udonsharp-sync-selection.md). Derive what you can locally; sync only the source of truth.
  5. Event-Driven, Not Polling — Use OnDeserialization, [FieldChangeCallback], and SendCustomEvent instead of checking state in Update().

Common Mistakes (NEVER List)

These constraints cause either compile-time failures or silent runtime failures. Check this list before writing any UdonSharp code.

#NEVER do thisWhy it fails silentlyUse instead
1Use List<T>, Dictionary<T,K>, or any generic collectionCompile error — blocked by Udon compilerT[] arrays, DataList, DataDictionary
2Use async/await, System.Threading, or coroutinesUdon is single-threaded; these features do not existSendCustomEventDelayedSeconds()
3Modify [UdonSynced] fields without owning the objectChange appears local but is silently reverted on next deserializationNetworking.SetOwner() before modify, then RequestSerialization()
4Forget RequestSerialization() after modifying synced fields (Manual sync)State changes never leave the local client — no error, no warningAlways call RequestSerialization() after modifying [UdonSynced] fields
5Use try/catch/finally/throwCompile error — exception handling is blockedDefensive null checks + early return
6Access Networking.LocalPlayer in field initializersField initializers run at compile time — LocalPlayer is nullInitialize in Start() or use lazy-init guard
7Use static fields for per-instance stateStatic fields are shared across all instances on the same client and are not syncedInstance fields with [UdonSynced] if sync is needed
8Call RequestSerialization() every frame in Manual syncFloods the ~11 KB/s network budget, causing congestion for the entire worldThrottle to 1-10 Hz with change detection; check Networking.IsClogged
9Use LINQ (.Where, .Select, etc.) or lambda expressionsCompile error — not supported by Udon compilerManual for loops with named methods
10Use Button.onClick.AddListener()Not available in Udon — no runtime delegate supportConfigure SendCustomEvent via Inspector OnClick
11Mix Continuous and Manual sync concerns on one behaviourWastes bandwidth (discrete values in Continuous) or loses control (redundant RequestSerialization in Continuous)Separate behaviours: Continuous for position/rotation, Manual for discrete state
12Write synced variables before OnOwnershipTransferred confirms ownershipSetOwner is async — writes before confirmation are silently discardedStore intent locally, write + serialize in OnOwnershipTransferred callback
13Use [NetworkCallable] on SDK < 3.8.1Compiles but silently ignored at runtime — the attribute has no effect and methods never receive network callsVerify SDK >= 3.8.1; on older SDKs use synced variables + SendCustomNetworkEvent
14Use PhysBones/Contacts API (OnPhysBoneGrab, OnContactEnter, etc.) on SDK < 3.10.0Compiles but silently ignored at runtime — world-side Dynamics did not exist pre-3.10.0, so callbacks never fireVerify SDK >= 3.10.0; Dynamics for Worlds was added in 3.10.0
15Use PlayerData persistence API on SDK < 3.7.4Compile error — missing symbol; PlayerData, PlayerObject, and OnPlayerRestored were added in 3.7.4 and are not in the Udon whitelist before thenVerify SDK >= 3.7.4; persistence was added in 3.7.4
16Create a .cs script without a corresponding .asset fileScript is not recognized as UdonBehaviour — "The associated script cannot be loaded", no Udon compilationEvery time a .cs is created: verify Assets/Editor/UdonSharpProgramAssetAutoGenerator.cs exists, install from references/editor-scripting.md if missing, notify the user (see Rule 8 in rules/udonsharp-constraints.md)
17Call Debug.Log() inside Update(), PostLateUpdate(), or any per-frame eventVRChat's client-side log rate limiter silently drops excess entries; the implicit string allocation every frame causes sustained GC pressure that tanks framerate. ClientSim and Unity Editor hide both symptomsGuard with if (debugMode && Time.frameCount % 60 == 0), or move all logging to event-driven callbacks
18Use [UdonSynced] on a GameObject, Transform, UdonBehaviour, or any component referenceOnly primitives, value types (Vector3, Quaternion, Color, etc.), string, VRCUrl, and their simple arrays are syncable. Component references either fail at compile time or are silently never serialized depending on SDK versionSync a player ID (int) or scene object index (int) and resolve the actual reference locally on each client

Sync Mode Quick Decision

Changing every frame (position, rotation)?    -> Continuous sync
Changing on user action (toggle, score)?      -> Manual sync + RequestSerialization()
No sync needed (local UI, effects)?           -> NoVariableSync
Need reliable one-shot calls with params?     -> [NetworkCallable] (SDK 3.8.1+)
Temporary effect for all players, no state?   -> SendCustomNetworkEvent (no synced vars)
For detailed decision trees, data budget, and minimization principles, see rules/udonsharp-sync-selection.md.

Sync Debugging Quick Decision

When sync "looks correct locally but doesn't work for others":

Remote players don't see my state change?
  ├── Did I call RequestSerialization() after writing? (Manual sync) → Add it
  ├── Does the local player own the object?                          → Networking.SetOwner() first
  └── Using Continuous sync for button/toggle state?                → Switch to Manual + RequestSerialization()

RequestSerialization() called but still not syncing?
  ├── Is Networking.IsClogged == true?           → Throttle; retry after delay
  └── Writing in OnPreSerialization scope?       → Move write before OnPreSerialization fires

Late joiners don't see current state?
  ├── State set only on event (e.g., player trigger)?  → Also set in Start() + RequestSerialization() on owner
  └── Using SendCustomNetworkEvent for persistent state? → Use [UdonSynced] variables instead

OnOwnershipTransferred never fires after SetOwner()?
  └── SetOwner() is async — write synced vars inside OnOwnershipTransferred callback, not immediately after

Reference Loading Guide

Load only what you need. Over-loading wastes tokens; under-loading causes critical mistakes.

TaskMANDATORY READOptionalDo NOT Load
Writing networking/sync codenetworking.md, networking-antipatterns.mdnetworking-bandwidth.md, sync-examples.mddynamics.md, web-loading.md, image-loading-vram.md
Building UI/menuspatterns-ui.md, events.mdpatterns-core.md, api.mdnetworking-bandwidth.md, dynamics.md, web-loading.md
Implementing persistence (save/load)persistence.mdpatterns-networking.md, events.mddynamics.md, web-loading.md, image-loading-vram.md
Downloading strings/images from webweb-loading.mdweb-loading-advanced.md, image-loading-vram.mddynamics.md, persistence.md, networking-bandwidth.md
Using PhysBones/Contacts/Constraintsdynamics.md, events.mdpatterns-networking.md, api.mdweb-loading.md, image-loading-vram.md, persistence.md
Optimizing performance (Update loops)patterns-performance.mdpatterns-utilities.md, api.mddynamics.md, web-loading.md, persistence.md
Building a video playerpatterns-video.mdevents.md, web-loading.mddynamics.md, persistence.md, image-loading-vram.md
Debugging/troubleshootingtroubleshooting.mdconstraints.md, networking.md, testing.mdpatterns-*.md, dynamics.md, web-loading.md
Debugging ownership / sync conflictsnetworking.md, troubleshooting.mdnetworking-antipatterns.mddynamics.md, web-loading.md
Writing new UdonSharp scripts (not sure if sync needed)constraints.mdnetworking.mddynamics.md, web-loading.md, image-loading-vram.md
Creating new UdonSharp scriptseditor-scripting.mdtroubleshooting.mdnetworking.md, dynamics.md

Pattern Selection Guide

Six pattern files cover different domains. Use this quick routing to pick the right one:

Building a UI, menu, or HUD?           -> patterns-ui.md
VR finger/touch interaction on Canvas? -> patterns-ui.md
Modular app with multiple screens?     -> patterns-ui.md
Syncing state across players?           -> patterns-networking.md
Optimizing Update() or heavy loops?     -> patterns-performance.md
Heavy rebuild, replay, or reset/cancel?  -> patterns-performance.md
Playing or streaming video?             -> patterns-video.md
Need array helpers, event bus, or       -> patterns-utilities.md
  pseudo-delegates?
Basic interactions, timers, audio,      -> patterns-core.md
  pickups, or teleportation?
Station + trigger zone detection?       -> troubleshooting.md
Multiple concerns? Load the primary pattern file plus its dependencies. For example, a synced video player needs both patterns-video.md and patterns-networking.md.

Template Selection Guide

17 templates cover common starting points. Pick the closest match and adapt:

Starting PointTemplateKey Feature
Interaction & Objects
Interactive object (click/use)BasicInteraction.csCooldown, toggle, audio feedback
Synced toggle / shared objectSyncedObject.csOwnership guard, FieldChangeCallback, late-joiner init
Per-player movement settingsPlayerSettings.csWalk/run/jump speed via trigger zone
Contact-based collision detectionContactReceiver.csOnContactEnter/Exit, avatar vs world, debounce (SDK 3.10.0+)
State & Game Logic
State machine / game flowStateMachine.csTimed transitions, synced state, late-joiner safety
Game with undo/historyUndoableGameManager.csbyte[] history, NetworkCallable OwnerProcessMove/Undo/Reset
Object pool (player slots)MasterManagedPlayerPool.csFIFO ring buffer, master-managed, OnPlayerJoined/Left
Persistence & Data
Save/load player dataDataPersistence.csPlayerData API, OnPlayerRestored, auto-save (SDK 3.7.4+)
Networking Patterns
Rate-limited sync (slider drag)RateLimitedSync.cs0.15s cooldown, last-write-wins
Batched sync (rapid events)BatchedSync.csIdempotent schedule, 0.2s delay, single packet
Congestion-aware retryCloggedRetrySync.csIsClogged check, linear back-off, MaxRetries
Dual local+synced copyDualCopySync.csLocal working copy + synced transport, dirty flag
Pack multiple values into one fieldPackedStateSync.cs3 ints in one Vector3, reduced sync overhead
Utilities
Array helpers (List<T> alternative)ArrayUtils.csAdd, Remove, Contains, FindIndex, Shuffle for arrays
Event bus (pub/sub)EventBus.csSubscriber list (max 32), RegisterListener/RaiseEvent
Custom editor inspectorCustomInspector.csUdonSharpGUI, Undo, proxy sync
Auto-generate.asset for new scriptsUdonSharpProgramAssetAutoGenerator.csAssetPostprocessor, domain-reload-only, auto-compile
Multiple needs? Start with the template closest to your primary concern, then pull patterns from others. For example, a synced game with undo needs UndoableGameManager.cs as the base plus patterns from RateLimitedSync.cs for throttling.

Rules (Constraints & Networking)

Compile constraints and networking rules are defined in always-loaded Rules:

Rule FileContents
rules/udonsharp-constraints.mdBlocked features, code generation rules, attributes, syncable types
rules/udonsharp-networking.mdOwnership, sync modes, RequestSerialization, NetworkCallable
rules/udonsharp-sync-selection.mdSync pattern selection, data budget, minimization principles
After installation, place these in the agent's rules directory for automatic loading.

SDK Versions

SDK VersionKey Features
3.7.1Added StringBuilder, RegularExpressions, System.Random
3.7.4Added Persistence API (PlayerData/PlayerObject)
3.7.6Multi-platform Build & Publish (PC + Android simultaneously)
3.8.0PhysBone dependency sorting, Drone API (VRCDroneInteractable)
3.8.1[NetworkCallable] attribute, parameterized network events, NetworkEventTarget.Others/.Self
3.9.0Camera Dolly API, Auto Hold pickup simplification
3.10.0VRChat Dynamics for Worlds (PhysBones, Contacts, VRC Constraints)
3.10.1Bug fixes and stability improvements
3.10.2EventTiming extensions, PhysBones fixes, shader time globals
3.10.3VRCPlayerApi.isVRCPlus, VRCRaycast (avatar), Mirror render-order fix
Note: SDK versions below 3.9.0 are deprecated as of December 2, 2025. New world uploads are no longer possible.

Official Resources

ResourceURLContents
VRChat Creatorscreators.vrchat.com/worlds/udon/Official Udon / SDK documentation
UdonSharp Docsudonsharp.docs.vrchat.comUdonSharp API reference
VRChat Forumsask.vrchat.comQ&A, solutions
VRChat Cannyfeedback.vrchat.comBug reports, known issues
GitHubgithub.com/vrchat-communitySamples and libraries

References

FileContentsSearch Hints
constraints.mdC# feature availability in UdonSharp; blocked features; syncable types; attributes; DataList vs array decision guidance; advanced workarounds (object array pseudo-struct, VRCUrl array sync)List, async, try/catch, LINQ, generics, DataList, DataDictionary, DataList vs array, when to use DataList, VRCUrl array, VRCUrl sync, pseudo-struct, object array cast, multi-field state container
networking.mdOwnership model, sync modes, RequestSerialization, NetworkCallable, network events, data limitsUdonSynced, SetOwner, BehaviourSyncMode, FieldChangeCallback, OnDeserialization, master leave, ownership cascade
networking-bandwidth.mdBandwidth throttling, bit packing, synced data size examples, debugging, owner-centric architectureIsClogged, bandwidth, throttle, bit packing, data budget, IsMaster
networking-antipatterns.md6 anti-patterns to avoid; 5 advanced sync patterns with template linksanti-pattern, race condition, ownership fight, late-joiner, PackedStateSync, BatchedSync
persistence.mdStorage layer decision tree (local/synced/PlayerData/PlayerObject); PlayerData/PlayerObject API (SDK 3.7.4+); per-player save data; storage usage query API (SDK 3.10.0+)storage layer, decision tree, local variable, PlayerData, PlayerObject, OnPlayerRestored, SetInt, TryGetInt, GetPlayerDataStorageUsage, GetPlayerDataStorageLimit, RequestStorageUsageUpdate, OnPersistenceUsageUpdated, storage quota, storage usage, which storage, when to use PlayerData
dynamics.mdPhysBones, Contacts, VRC Constraints (SDK 3.10.0+)PhysBone, ContactReceiver, ContactSender, VRCConstraint, OnContactEnter
patterns-core.mdInitialization, interaction, player detection, timer, audio, pickup, animation, UI, teleportation, lazy init guardInteract, OnEnable, Initialize, AudioSource, VRCPickup, Animator, UI, TeleportTo
patterns-networking.mdObject pooling, NetworkCallable patterns, persistence integration, dynamics integration, synced game state, delayed event debounce, string join for array syncpool, MasterManagedPlayerPool, NetworkCallable, DamageReceiver, game state, debounce, state machine, string join, array sync, paragraph separator, U+2029
patterns-performance.mdPartial class pattern, update handler, PostLateUpdate, spatial query, platform optimization, frame budget Stopwatch, heavy processing architecture (rebuild, replay, reset/cancel), rate limit resolverUpdate, PostLateUpdate, Bounds, AnimatorHash, performance, mobile, PC, Stopwatch, frame budget, SendCustomEventDelayedFrames, heavy processing, rebuild, replay, reset, cancel, operation log, authoritative data, derived state, cursor rebuild, rate limit, URL scheduler, video load queue
patterns-utilities.mdArray helpers (List alternatives), event bus, GameObject relay communication, pseudo-struct double-cast, abstract class callback, cancellable delayed event, re-entrance guard, UdonEvent pseudo-delegateArrayUtils, EventBus, relay, subscriber, FindIndex, ShuffleArray, object array, pseudo struct, double cast, abstract class, callback, interface alternative, cancellable timer, re-entrance, emitting guard, UdonEvent, pseudo delegate
patterns-ui.mdUI/Canvas patterns: immobilize guard, avatar-scale-aware UI, FOV-responsive positioning, platform-adaptive layout, dynamic player list, scroll input abstraction, lookup-table localization, toggle-animator bridge, settings persistence via PlayerObject, listener-based menu events, finger touch interaction, modular app architectureCanvas, UI, menu, Immobilize, avatar scale, FOV, platform, Quest, VR, desktop, player list, scroll, localization, language, Toggle, Animator, PlayerObject, settings, persistence, listener, broadcast, finger touch, fingertip, haptic, FingerPointer, FingerTouchCanvas, touch canvas, app architecture, AppModule, AppManager, plugin lifecycle, CanvasGroup transition
patterns-video.mdVideo player state machine, server-time playback sync, late joiner sync, AVPro Blit buffering, error retry with fallback, synced playlist/queue, platform URL selectionvideo player, AVPro, VRCUnityVideoPlayer, BaseVRCVideoPlayer, playback sync, server time, GetServerTimeInMilliseconds, late joiner, VRCGraphics.Blit, OnVideoReady, OnVideoError, retry, fallback, playlist, queue, shuffle, repeat, Quest URL
web-loading.mdString/Image downloading, VRCJson, Trusted URLsVRCStringDownloader, VRCImageDownloader, VRCJson, DataDictionary, VRCUrl
image-loading-vram.mdAdvanced VRAM management for image loading: Destroy vs Dispose, double-buffer fade, stock mode, mipmap biasVRAM, texture memory, memory leak, Destroy, Dispose, double buffer, fade, mipmap, TextureInfo
web-loading-advanced.mdAdvanced data loading: Base64 texture embedding via StringDownloader, cross-platform compression, URL double-key indexing, LRU decode cacheBase64, LoadRawTextureData, StringDownloader texture, DXT1, ETC_RGB4, UNITY_ANDROID, LRU cache, packed resources, binary format
api.mdVRCPlayerApi, Networking, enums referenceGetPlayers, playerId, isMaster, isLocal, GetPosition, SetVelocity, Drone, VRCDroneApi
events.mdAll Udon events (including OnPlayerRestored, OnContactEnter)OnPlayerJoined, OnPlayerLeft, OnPlayerTriggerEnter, OnOwnershipTransferred
editor-scripting.mdEditor scripting, proxy system, and UdonSharpProgramAsset auto-generationUdonSharpEditor, UdonSharpBehaviourProxy, SerializedObject, UdonSharpProgramAsset, auto-generate, AssetPostprocessor,.asset missing
sync-examples.mdSync pattern examples (Local/Events/SyncedVars)Continuous, Manual, NoVariableSync, sync example
troubleshooting.mdCommon errors and solutionsNullReference, compile error, sync not working, FieldChangeCallback, VRCStation, seated player, trigger zone, OnPlayerTriggerEnter not firing, station collider, position polling, OnStationEntered
sdk-migration.mdSDK migration guide (3.7 to 3.10), version-by-version changes and checklistsmigration, deprecated, upgrade, 3.7, 3.8, 3.9, 3.10
testing.mdTesting and debugging guide: ClientSim editor testing, Build and Test (single and multi-client), Debug.Log patterns, pre-release cleanup, testing checklistClientSim, Build and Test, multi-client, late joiner test, debug, Debug.Log, ownership test, sync test, testing checklist

Templates (assets/templates/)

TemplatePurpose
BasicInteraction.csInteractive object with Interact() handler
SyncedObject.csNetwork-synced object (Manual sync, ownership guard, late-joiner init flag)
PlayerSettings.csPer-player movement settings (walk/run/jump speed)
StateMachine.csState machine with synced state and transitions
DataPersistence.csPlayerData save/load with OnPlayerRestored (SDK 3.7.4+)
ContactReceiver.csContact receiver for world-side collision detection (SDK 3.10.0+)
CustomInspector.csCustom editor inspector with UdonSharpEditor
MasterManagedPlayerPool.csMaster-managed player object pool; FIFO ring buffer; OnPlayerJoined/Left; VerifyAssignments after master handoff
EventBus.csSubscriber list event bus (max 32 listeners); RegisterListener/UnregisterListener/RaiseEvent; in-place compaction
ArrayUtils.csList<T> alternatives: Add, Contains, AddUnique, Remove, RemoveAt, Insert for GameObject[]; FindIndex/ShuffleArray for int[]
UndoableGameManager.csHistory/undo sync with byte[] state history; NetworkCallable OwnerProcessMove/OwnerUndo/OwnerReset
PackedStateSync.csPack 3 ints into one Vector3 UdonSynced field; OnPreSerialization/OnDeserialization
RateLimitedSync.cs0.15s sync cooldown with _syncLocked/_changeCounter; _OnSyncUnlock callback
DualCopySync.csLocal + synced copy with _dirty flag; strict OnPreSerialization/OnDeserialization separation
BatchedSync.csIdempotent ScheduleBatchedSync with 0.2s BatchDelay; _FlushBatch delayed callback
CloggedRetrySync.csNetworking.IsClogged check; linear back-off (RetryDelay * retryCount); MaxRetries=5
UdonSharpProgramAssetAutoGenerator.csAssetPostprocessor that auto-creates UdonSharpProgramAsset for new scripts

Hooks

HookPlatformPurpose
validate-udonsharp.ps1Windows (PowerShell)PostToolUse constraint validation
validate-udonsharp.shLinux/macOS (Bash)PostToolUse constraint validation

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