Build Gtk
Builds node-based Editor tools with Unity Graph Toolkit (GTK) on Unity 6.6+: graphs...
Install
npx skills add Unity-Technologies/skills --skill build-gtk -g -a claude-code -y- Repository
- Unity-Technologies/skills1.2k
- Category
- Engineering
- Updated
- 5d ago
- License
- See repository
- Context cost
- Mediumabout 3,000 tokens
- Runs scripts
- No, instructions only
What it does
Builds node-based Editor tools with Unity Graph Toolkit (GTK) on Unity 6.6+: graphs, nodes, ports and validation, State Machine API tools on 6.7+, and runtime assets via a scripted importer. Use for custom graph, node or state machine editors, or migrating a GraphView tool. Not for Shader Graph, VFX Graph or Animator Controllers.
Unity Graph Toolkit (GTK)
Build Editor graph tools and state machine tools on Unity's Graph Toolkit module, using only its
public API in the Unity.GraphToolkit.Editor namespace.
Important
- Create a restore point you can roll back to if your changes fail.
- Do only what's asked. Don't change unrelated assets or files. Avoid long explanations.
- Before you go forward with a workflow or diagnosis, open and read the reference file(s) named in that workflow and the Topic map page(s) that cover the thing you intend to do. Name the file(s) you read in your response. This is because your training knowledge about Unity might be out of date, incorrect, or for the wrong Unity version, and Graph Toolkit changed between 6000.4, 6000.6 and 6000.7.
References
Read these as needed. Paths are relative to this skill's folder.
references/graph-api.md, the Graph API surface: Graph, Node, port and option builders, context and block nodes, subgraphs, variables, validation, toolbar and context menus. Read before writing any graph-tool code.references/state-machine-api.md, the State Machine API (Unity 6.7+): StateMachine, State, Condition, transitions and rules, self transitions, custom views. Read whenever states, transitions or conditions are involved.references/runtime-and-visualization.md, compiling a graph or state machine into a runtime asset with a ScriptedImporter, and showing live execution in the graph editor. Read when the user wants the authored data used in the game or debugged at runtime.references/pitfalls.md, the mistakes that survive compilation. Read before handing off, and whenever the user reports a compile error, an empty Add menu, a missing node, or an exception.
