
Unity Yaml Editing
Unity YAML text serialization editing workflow.
Install
npx skills add FlameskyDexive/Legends-Of-Heroes --skill unity-yaml-editing -g -a claude-code -y- Repository
- FlameskyDexive/Legends-Of-Heroes933
- Category
- Engineering
- Updated
- 1mo ago
- License
- MIT
- Context cost
- Lightabout 776 tokens
- Runs scripts
- No, instructions only
What it does
Unity YAML text serialization editing workflow. Use when Codex needs to directly inspect, modify, create, or repair Unity serialized YAML files such as .unity scenes, .prefab assets, .asset ScriptableObject/config files, .mat, .controller, or other text-serialized Unity assets, especially when AIBridge inspector/prefab/scene APIs do not support the requested Prefab, Scene, ScriptableObjectTable, or custom asset operation.
Unity YAML Editing
Use this Skill only after considering Unity/AIBridge APIs. UnityYAML is fragile; direct text edits are the fallback for unsupported serialized asset operations, deterministic repair work, and rare text-serialized asset authoring that AIBridge/Unity APIs cannot express.
Decision Order
- Prefer
aibridgeInspector/SerializedProperty commands for single readable field edits on scene objects, prefab assets, and.assetfiles. - Prefer
inspector set_propertiesfor small batched field edits on one target. - Prefer
aibridge-prefab-patchfor complex Prefab child/component/property/array/reference edits it supports. - Prefer Unity Editor scripts when generating high-level assets that Unity can create more safely than text.
- Use direct UnityYAML editing when AIBridge/Unity APIs cannot express the operation, for example:
- Scene
.unitystructure/object creation or unsupported scene edits. - New Prefab asset authoring, paired
.metacreation, or Prefab/Variant structures not covered byprefab patch. - ScriptableObjectTable, custom ScriptableObject
.asset,.mat,.controller, or other serialized assets requiring unsupported structural changes. - Repairing malformed text serialization while preserving existing IDs and references.
- Scene
