unity-yaml-editing
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.
npx skills add FlameskyDexive/Legends-Of-Heroes --skill unity-yaml-editing --agent codex
Same command for any agent — swap --agent for claude-code, cursor, copilot.
Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.
# 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. - Rep
- Decision Order
- Required Workflow
- Hard Rules
- Reference
What does the unity-yaml-editing skill do?
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.
How do I install it?
Run `npx skills add FlameskyDexive/Legends-Of-Heroes --skill unity-yaml-editing --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.
Where does this skill come from?
From FlameskyDexive/Legends-Of-Heroes, a repository with 908 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.
Is a popular skill a good skill?
Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.
