unity-scriptableobject
Manage ScriptableObject assets
Works with
Agent Skills format with YAML frontmatter. Claude Code reads it as-is.
---
name: "unity-scriptableobject"
description: "Manage ScriptableObject assets"
license: "MIT"
---
> **Before calling any skill in this module:** if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via `GET /skills/recommend?includeSchema=true`) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
## Triggers
- Creating or editing SO data assets
- Finding SO instances
- Scripting SO management
- 创建或编辑 ScriptableObject 数据资产、查找 SO 实例、脚本化管理 SO
# ScriptableObject Skills
Create and manage ScriptableObject assets.
## Operating Mode
- **Approval**:本模块 Mixed —— `scriptableobject_get` / `scriptableobject_get_serialized_properties` / `scriptableobject_list_types` / `scriptableobject_find` / `scriptableobject_export_json` 标 `SkillMode.SemiAuto`,可直接执行(注意 `scriptableobject_export_json` 传 `savePath` 会落盘,因此标 `MutatesAssets = true` 而非 `ReadOnly`);写类 skill (`scriptableobject_create` / `scriptableobject_set` / `scriptableobject_set_batch` / `scriptableobject_set_serialized_property` / `scriptableobject_set_serialized_property_batch` / `scriptableobject_duplicate` / `scriptableobject_import_json`) 标 `SkillMode.FullAuto`,需 grant 单次执行返结果。
- **Auto / Bypass**:FullAuto 直接执行。
- **含 NeverInSemi 高危 skill**:`scriptableobject_delete`(Operation.Delete)。该 skill 在 Approval/Auto 下返 `MODE_FORBIDDEN`,仅 Bypass 或 Allowlist 命中可调。
**DO NOT** (common hallucinations):
- `scriptableobject_create_type` does not exist → create SO scripts via `script_create` with template "ScriptableObject"
- `scriptableobject_get_properties` / `scriptableobject_read` do not exist → use `scriptableobject_get` (reflection view) or `scriptableobject_get_serialized_properties` (Inspector/serialized view)
- `scriptableobject_set_property` / `scriptableobject_set_field` do not exist → use `scriptableobject_set` (top-level public field) or `scriptableobject_set_serialized_property` (nested/array/reference/private)
- `scriptableobject_save` does not exist → changes are auto-saved to the asset
**Routing**:
- For ScriptableObject script creation → use `script` module with template "ScriptableObject"
- For JSON import/export → `scriptableobject_import_json` / `scriptableobject_export_json` (this module)
- Choosing a setter: `scriptableobject_set` / `scriptableobject_set_batch` only reach top-level public simple fields (reflection). For nested paths, arrays/lists, object references, private `[SerializeField]` fields, gradients, curves and `[Flags]` enums → `scriptableobject_set_serialized_property` (+ `_batch`).
## Skills
### `scriptableobject_create`
Create a new ScriptableObject asset.
**Parameters:**
- `typeName` (string): ScriptableObject type name.
- `savePath` (string): Asset save path.
### `scriptableobject_get`
Get properties of a ScriptableObject.
**Parameters:**
- `assetPath` (string): Asset path.
### `scriptableobject_set`
Set a top-level public field/property on a ScriptableObject via reflection. For nested paths, arrays, object references or private `[SerializeField]` fields use `scriptableobject_set_serialized_property`.
**Parameters:**
- `assetPath` (string): Asset path.
- `fieldName` (string): Field or property name.
- `value` (string): Value to set.
### `scriptableobject_list_types`
List available ScriptableObject types in the project.
**Parameters:**
- `filter` (string, optional): Filter by name.
### `scriptableobject_duplicate`
Duplicate a ScriptableObject asset.
**Parameters:**
- `assetPath` (string): Source asset path to duplicate.
### `scriptableobject_set_batch`
Set multiple fields on a ScriptableObject at once. fields: JSON object {fieldName: value, ...}
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| assetPath | string | Yes | - | Asset path of the ScriptableObject |
| fields | string | Yes | - | JSON object with field-value pairs, e.g. `{"fieldName": "value", ...}` |
**Returns:** `{ success, fieldsSet }`
### `scriptableobject_get_serialized_properties`
List Inspector serialized properties of a ScriptableObject asset — `propertyPath`, type, and current value for every serialized field, including private `[SerializeField]` and nested/array children. Use the returned `propertyPath` values with `scriptableobject_set_serialized_property`.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| assetPath | string | Yes | - | Asset path of the ScriptableObject |
| includeChildren | bool | No | `true` | Recurse into nested/array child properties |
| limit | int | No | `200` | Maximum number of properties to return |
**Returns:** `{ success, path, typeName, properties: [{ propertyPath, name, displayName, propertyType, type, isArray, editable, value }] }`
### `scriptableobject_set_serialized_property`
Set a single Inspector serialized property by `propertyPath`. Works where `scriptableobject_set` cannot: nested fields, arrays/lists, `UnityEngine.Object` references, private `[SerializeField]` fields, gradients, animation curves, and `[Flags]` enums.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| assetPath | string | Yes | - | Asset path of the target ScriptableObject |
| propertyPath | string | Yes | - | Serialized property path (see syntax below); `speed` auto-falls back to `m_Speed` / `_speed` |
| value | string | No | `null` | Value to set (format depends on property type) |
| valueAssetPath | string | No | `null` | For ObjectReference properties: asset path of the asset to reference |
| valueObjectType | string | No | `null` | Optional type filter for the referenced asset (e.g. `"Sprite"`, useful for sub-assets) |
**propertyPath syntax:**
- Top-level field: `speed`
- Nested field: `stats.maxHp`
- Array/List element: `items.Array.data[2]`
- Array/List resize: `items.Array.size` with `value: "5"` (resize first, then set elements)
**Value formats:**
- Primitives: `"3.5"` / `"true"` / `"hello"`; Vector: `"1,2,3"`; Color: `"1,0,0,1"`; Enum: index or name
- `[Flags]` enum: comma-separated names `"Fire,Ice"` (also `|`), or a raw bitmask number (`"3"`, `"-1"` = Everything)
- ObjectReference: pass `valueAssetPath: "Assets/Icons/sword.png"` (optionally `valueObjectType`); clear with `value: "null"`
- Gradient: `{"colorKeys":[{"color":"1,0,0,1","time":0},{"color":"0,0,1,1","time":1}],"alphaKeys":[{"alpha":1,"time":0},{"alpha":1,"time":1}],"mode":"Blend"}`
- AnimationCurve: `{"keys":[{"time":0,"value":0},{"time":1,"value":1,"inTangent":2,"outTangent":2}],"preWrapMode":"ClampForever","postWrapMode":"Loop"}`
**Returns:** `{ success, assetPath, propertyPath, valueSet }`. Unknown propertyPath returns `error` plus `availableProperties` (first 60) for self-correction.
### `scriptableobject_set_serialized_property_batch`
Set multiple Inspector serialized properties on one ScriptableObject asset in a single call.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| assetPath | string | Yes | - | Asset path of the target ScriptableObject |
| items | string | Yes | - | JSON array of `{propertyPath, value, valueAssetPath, valueObjectType}` |
Example `items`: `[{"propertyPath":"items.Array.size","value":"2"},{"propertyPath":"items.Array.data[0]","value":"101"},{"propertyPath":"icon","valueAssetPath":"Assets/Icons/sword.png"}]`
**Returns:** `{ success, totalItems, successCount, failCount, results }`
### `scriptableobject_delete`
Delete a ScriptableObject asset.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| assetPath | string | Yes | - | Asset path of the ScriptableObject to delete |
**Returns:** `{ success, deleted }`
### `scriptableobject_find`
Find ScriptableObject assets by type name.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| typeName | string | Yes | - | ScriptableObject type name to search for |
| searchPath | string | No | `"Assets"` | Folder path to search within |
| limit | int | No | `50` | Maximum number of results to return |
**Returns:** `{ success, count, assets }`
### `scriptableobject_export_json`
Export a ScriptableObject to JSON.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| assetPath | string | Yes | - | Asset path of the ScriptableObject to export |
| savePath | string | No | `null` | File path to write the JSON to; **omit it** to get the JSON inline instead |
**Returns:** `{ success, path }` when `savePath` was given (the JSON is *not* echoed), `{ success, json }` otherwise.
> **`savePath` makes this a write.** With it the skill does a `File.WriteAllText`, so it is flagged `MutatesAssets = true` and not `ReadOnly`, even though it stays `SkillMode.SemiAuto` (no grant needed in any mode). Reading a ScriptableObject's values costs nothing on disk as long as you leave `savePath` out — and note the two return shapes are mutually exclusive, so passing `savePath` when you wanted to *read* the data means a second call.
### `scriptableobject_import_json`
Import JSON data into a ScriptableObject. Two accepted formats:
- Bare field object `{"hp": 100, "title": "Boss"}` — auto-wrapped into `{"MonoBehaviour": {...}}` before applying
- The `{"MonoBehaviour": {...}}` envelope produced by `scriptableobject_export_json`
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| assetPath | string | Yes | - | Asset path of the target ScriptableObject |
| json | string | No | `null` | JSON string to import |
| jsonFilePath | string | No | `null` | Path to a JSON file to read and import |
**Returns:** `{ success, assetPath }`. If no serialized field changed (field names did not match, or values already equal), returns `success: true` plus a `warning` — treat the warning as "nothing was written" and verify field names against `scriptableobject_export_json` output.
---
## Exact Signatures
Exact names, parameters, defaults, and returns are defined by `GET /skills/schema` or `unity_skills.get_skill_schema()`, not by this file.More General & Other skills
find-skills
vercel-labs/skills
Helps users discover and install agent skills when they ask questions like "how do I do X", "find a skill for X", "is there a skill that can...", or express interest in extending capabilities. This skill should be used when the user is looking for functionality that might exist as an installable skill.
grill-me
mattpocock/skills
A relentless interview to sharpen a plan or design.
grill-with-docs
mattpocock/skills
A relentless interview to sharpen a plan or design, which also creates docs (ADR's and glossary) as we go.

