Profiler Skills
Read-only Unity runtime performance snapshots — FPS, frame time, batches/draw calls, triangles/vertices, memory (total/mono/per-asset), object counts, AssetBundle stats. Exact signatures via GET /skills/schema.
Browse reusable instructions for your AI tools. Copy and customize a prompt, or download a skill for a supported agent.

Read-only Unity runtime performance snapshots — FPS, frame time, batches/draw calls, triangles/vertices, memory (total/mono/per-asset), object counts, AssetBundle stats. Exact signatures via GET /skills/schema.
Unity UGUI (Canvas-based) creation and layout — Canvas/Panel/Button/Text(TMP)/Image/InputField/Slider/Toggle/Dropdown/ScrollView, RectTransform anchors, layout groups. For UXML/USS use uitoolkit. Exact signatures via GET /skills/schema.
Scene composition contract advisor for Unity. Use when users want to define required scene objects, component dependencies, bootstrap logic, or reference wiring rules. Triggers: scene contract, bootstrap, required references, scene wiring, scene dependencies, what must be in the scene, 场景契约, 场景装配...
Create and edit 3D models in Blockbench using MCP tools. Use when building geometry with cubes, creating meshes, placing spheres/cylinders, editing vertices, extruding faces, or organizing models with groups. Covers both cube-based Minecraft modeling and freeform mesh editing.
Overview of the Blockbench MCP server tools, resources, and prompts. Use to understand the full MCP capability set, learn how tools work together, or when starting a new Blockbench project. Covers all domains (modeling, animation, texturing, PBR, UI, camera) and their MCP interfaces.
Use Miniplex for minimalistic Entity Component System with TypeScript support.
Day-to-day coding style and patterns for R3F game development with Miniplex ECS.
Comprehensive full-stack development for web, mobile, and game projects. Handles frontend (React/Vue/Angular), backend (Node.js/Python/Go/Java), mobile (Flutter/React Native/Swift/Kotlin), and game development (Unity/Unreal/Godot). Use when user asks to build, create, develop, implement, debug, o...
Unity Animator Controller editing and runtime parameter control — create controllers, add states/transitions/parameters, play states, drive triggers/floats/bools. Exact signatures via GET /skills/schema.
Mini-game architecture blueprint advisor. Use when users want a starting structure for a small Unity game — platformer, shooter, runner, puzzle, tower defense, clicker, card game. Triggers: blueprint, game template, game structure, prototype, gameplay loop, how to start a game, platformer, tower ...
Unity AssetDatabase management — import, delete, move/rename, duplicate, find, get info, create folders, refresh, reimport (single/batch), read/set labels. Exact signatures via GET /skills/schema.
Cinemachine Virtual Camera setup — VCam/FreeLook/ClearShot/StateDriven, Body/Aim/Noise pipeline, Impulse, target groups, splines, blends, CinemachineBrain. Exact signatures via GET /skills/schema.
Unity Scene View and Game Camera control — move/rotate the view, create/configure cameras, FOV/clip planes/culling mask, ortho vs perspective, screenshot. Exact signatures via GET /skills/schema.
Unity Editor console log capture, query, write, and settings — read history, start/stop capture, log/clear, error-pause/collapse/clear-on-play, export, count by type. Exact signatures via GET /skills/schema.
UnityEvent persistent-listener wiring at editor time — inspect, add, remove, batch-add, copy, clear, set call-state, list events on a component. Exact signatures via GET /skills/schema.
Unity Inspector design advisor. Use when users want better SerializeField usage, Tooltip/Header organization, validation, or cleaner Inspector UX. Triggers: Inspector, SerializeField, Tooltip, Header, Range, OnValidate, RequireComponent, CreateAssetMenu, Inspector design, show in Inspector, 检视面板,...
Unity lighting — create/configure Directional/Point/Spot/Area lights, batch-toggle scene lights, place reflection probes and light probe groups, inspect lightmap baking. Exact signatures via GET /skills/schema.
Unity NavMesh baking and pathfinding — bake/rebake, query paths, configure NavMeshAgent/NavMeshObstacle, areas, avoidance, carving, sample positions. Exact signatures via GET /skills/schema.
Prefab management — create, instantiate, apply, unpack, find instances, edit prefab assets, create variants. Exact signatures via GET /skills/schema.
Asset import settings — texture/audio/model importers, sprite settings, per-platform overrides, and reimport. Exact signatures via GET /skills/schema.
Project information — read metadata (Unity version, render pipeline), list shaders/UPM packages, read layers/tags, add a tag, read build and player settings. Exact signatures via GET /skills/schema.
Unity scene management — create, load (single/additive), save, unload, switch active scene, get scene info/hierarchy, screenshot, search objects. Exact signatures via GET /skills/schema.
ScriptableObject management — create, read, modify, delete, duplicate, find SO assets, list available types, import/export JSON. Exact signatures via GET /skills/schema.
HLSL/ShaderLab .shader file management — create/read/list/find/delete, inspect properties/keywords, check compile errors, count variants, toggle global keywords, URP template. Exact signatures via GET /skills/schema.
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Explore all resourcesResource formats: Prompts are ready to copy into a conversation. Skills install into the compatible agent shown on their page.
How it worksInclude the instructions, intended platforms, author, and license. Submissions are reviewed before publication.