# Unity Yaml Editing

Unity YAML text serialization editing workflow.

- Repository: https://github.com/FlameskyDexive/Legends-Of-Heroes (933 stars)
- Category: Engineering
- License: MIT
- Last updated: 2026-09-22
- Runs scripts: no, instructions only

## Install

Claude Code: `npx skills add FlameskyDexive/Legends-Of-Heroes --skill unity-yaml-editing -g -a claude-code -y`
Codex: `npx skills add FlameskyDexive/Legends-Of-Heroes --skill unity-yaml-editing -g -a codex -y`
Cursor: `npx skills add FlameskyDexive/Legends-Of-Heroes --skill unity-yaml-editing -g -a cursor -y`
Gemini CLI: `npx skills add FlameskyDexive/Legends-Of-Heroes --skill unity-yaml-editing -g -a gemini-cli -y`

## Description

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.

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# 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

1. Prefer `aibridge` Inspector/SerializedProperty commands for single readable field edits on scene objects, prefab assets, and `.asset` files.
2. Prefer `inspector set_properties` for small batched field edits on one target.
3. Prefer `aibridge-prefab-patch` for complex Prefab child/component/property/array/reference edits it supports.
4. Prefer Unity Editor scripts when generating high-level assets that Unity can create more safely than text.
5. Use direct UnityYAML editing when AIBridge/Unity APIs cannot express the operation, for example:
   - Scene `.unity` structure/object creation or unsupported scene edits.
   - New Prefab asset authoring, paired `.meta` creation, or Prefab/Variant structures not covered by `prefab 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.

## Required Workflow

The rest: https://github.com/FlameskyDexive/Legends-Of-Heroes/blob/HEAD/.codex/skills/unity-yaml-editing/SKILL.md
