← UnityCONTENT HISTORY

Update to Unity

Snapshot Oct 24, 2026 · 13:03 UTC · version 0.1.8-beta

WHAT CHANGED

Declared capabilities changed

Declared skills — Now says: [{"description":"Sets up, diagnoses, and fixes pixel perfect 2D rendering with PixelPerfectCamera in URP or Built-in. Use when a retro-style or pixel art 2D...

Observed in instructions or declared skills. Runtime behavior has not been tested.

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Declared skills

Before

Oct 9, 2026 · 00:08 UTC

[{"description":"Sets up, diagnoses, and fixes pixel perfect 2D rendering in Unity projects. Use when working on any retro-style or pixel art 2D game.","interface":{"brand_color":null,"default_prompt":null,"display_name":"2d-pixel-perfec...

After

Oct 24, 2026 · 13:03 UTC

[{"description":"Sets up, diagnoses, and fixes pixel perfect 2D rendering with PixelPerfectCamera in URP or Built-in. Use when a retro-style or pixel art 2D game looks blurry, jittery, or misaligned. Not for HD 2D or high-resolution art....

Is template instance

Before

Oct 9, 2026 · 00:08 UTC

Not present

After

Oct 24, 2026 · 13:03 UTC

false

Composer icon dark url

Before

Oct 9, 2026 · 00:08 UTC

https://files.openai.com/content?id=file_000000009f6881f5832cec329998a733

After

Oct 24, 2026 · 13:03 UTC

Not present

Composer icon url

Before

Oct 9, 2026 · 00:08 UTC

https://files.openai.com/content?id=file_0000000032fc81f4bda207657f4e19e6

After

Oct 24, 2026 · 13:03 UTC

https://files.openai.com/content?id=file_00000000e75c81f683b4db4b54e86ae1

Compare saved observations

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Full technical diff · 8 changed fields

added /is_template_instance

BEFORE
Field was absent
AFTER
false

changed /release/id

BEFORE
"pluginrel_7c2ae9be5bf4819196e502ad64247d88"
AFTER
"pluginrel_0760f00dee048191b45e2c41133fc720"

changed /release/interface/composer_icon_dark_url

BEFORE
"https://files.openai.com/content?id=file_000000009f6881f5832cec329998a733"
AFTER
null

changed /release/interface/composer_icon_url

BEFORE
"https://files.openai.com/content?id=file_0000000032fc81f4bda207657f4e19e6"
AFTER
"https://files.openai.com/content?id=file_00000000e75c81f683b4db4b54e86ae1"

changed /release/interface/logo_url

BEFORE
"https://files.openai.com/content?id=file_00000000df888230a967c6f02c49cbfe"
AFTER
"https://files.openai.com/content?id=file_000000003fe481f69ea520d79039e7f7"

changed /release/interface/logo_url_dark

BEFORE
"https://files.openai.com/content?id=file_000000005f7881f4b3c3db59c74c330e"
AFTER
null

changed /release/skills

BEFORE
[
  {
    "description": "Sets up, diagnoses, and fixes pixel perfect 2D rendering in Unity projects. Use when working on any retro-style or pixel art 2D game.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "2d-pixel-perfect",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "code",
      "short_description": "Sets up, diagnoses, and fixes pixel perfect 2D rendering in Unity projects. Use when working on any retro-style or pixel art 2D game."
    },
    "name": "2d-pixel-perfect",
    "plugin_release_skill_id": "pluginrsk_6aaabc6005ac819180e317fe6fadf9a4"
  },
  {
    "description": "Scans the scene and audio assets to appropriately route Audio Sources into existing Audio Mixer Groups, classifying each source by what it plays. Use when the user asks about cleaning up mixer assignments, routing audio through a mixer, or which group a sound belongs in. Creating mixers and groups, and setting volumes, are not automated — the skill inventories what exists and asks the user to add anything missing.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "audio-setup-mixers",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "bolt",
      "short_description": "Scans the scene and audio assets to appropriately route Audio Sources into existing Audio Mixer Groups, classifying each source by what it plays. Use when the user asks about cleaning up mixer assignments, routing audio through a mixer, or which group a sound belongs in. Creating mixers and groups, and setting volumes, are not automated — the skill inventories what exists and asks the user to add anything missing."
    },
    "name": "audio-setup-mixers",
    "plugin_release_skill_id": "pluginrsk_6aaabc591ed08191b69a90d3b1ac8d10"
  },
  {
    "description": "Build and operate a live game using Unity Services. Use when the user needs to implement, connect, or debug backend-driven features — battle passes, achievements, player progression, cloud saves, leaderboards, matchmaking, virtual economies, server-authoritative logic, anti-cheat, player accounts and authentication, remote configuration, feature flags, A/B testing, analytics, or cloud resource deployment. Triggers on live-ops, live service, backend, server authority, cloud code, cloud save, remote config, player data, retention, monetization loop, season pass, ranking, multiplayer sessions, lobbies, or any Unity Services integration.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "build-live-game",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "bolt",
      "short_description": "Build and operate a live game using Unity Services. Use when the user needs to implement, connect, or debug backend-driven features — battle passes, achievements, player progression, cloud saves, leaderboards, matchmaking, virtual economies, server-authoritative logic, anti-cheat, player accounts and authentication, remote configuration, feature flags, A/B testing, analytics, or cloud resource deployment. Triggers on live-ops, live service, backend, server authority, cloud code, cloud save, remote config, player data, retention, monetization loop, season pass, ranking, multiplayer sessions, lobbies, or any Unity Services integration."
    },
    "name": "build-live-game",
    "plugin_release_skill_id": "pluginrsk_6aaabc60a83c8191b95425cef5979d28"
  },
  {
    "description": "Generates Unity Search / Quick Search queries and opens the Unity Search window for read-only Unity Editor asset or scene-object lookup requests. Always use when the user asks to find, search, show, locate, filter, look up, query, or list concrete assets or scene objects in the current project or scene, even if Unity Search is not named. Covers materials, textures, prefabs, scenes, scripts, shaders, GameObjects, components, Lights, Cameras, UI objects, labels, paths, references, selected or named assets, and asset types. Also use when the user explicitly mentions Unity Search, Quick Search, Search window, open Search, or asks what Unity Search query to use. Do not use for general project overview, project structure, folder-purpose summaries, gameplay/system explanations, how-to programming questions, web search, repository text search, build logs, package installation, menu or settings search, modifying results, or non-Unity filesystem search unless the user explicitly asks to use Unity Search.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "generate-editor-search-query",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "search",
      "short_description": "Generates Unity Search / Quick Search queries and opens the Unity Search window for read-only Unity Editor asset or scene-object lookup requests. Always use when the user asks to find, search, show, locate, filter, look up, query, or list concrete assets or scene objects in the current project or scene, even if Unity Search is not named. Covers materials, textures, prefabs, scenes, scripts, shaders, GameObjects, components, Lights, Cameras, UI objects, labels, paths, references, selected or named assets, and asset types. Also use when the user explicitly mentions Unity Search, Quick Search, Search window, open Search, or asks what Unity Search query to use. Do not use for general project overview, project structure, folder-purpose summaries, gameplay/system explanations, how-to programming questions, web search, repository text search, build logs, package installation, menu or settings search, modifying results, or non-Unity filesystem search unless the user explicitly asks to use Unity Search."
    },
    "name": "generate-editor-search-query",
    "plugin_release_skill_id": "pluginrsk_6aaabc59dc84819191107585c67f8060"
  },
  {
    "description": "Implement, configure, and debug Unity In-App Purchases (IAP) — store connection, product catalog, consumable/non-consumable/subscription purchases, two-step pending-confirm flow, receipt validation, entitlement checking, restore transactions, Apple extensions (promotional purchases, Ask-to-Buy, code redemption), and Google Play extensions (subscription upgrade/downgrade), D2C Capabilities(direct to customer), 3rd party payment provider (Stripe/Coda) via Unity IAP/Unity Cloud. Use when the user needs to add, modify, debug, or migrate from native Android/iOS billing, 3rd party packages(RevenueCat/Adapty/Essential Kit/Unipay supported) to IAP. Triggers on microtransactions (MTX), monetization, real-money purchases, store purchases, buying items, support D2C, purchase via Stripe/Coda, migrate from native billing(Google's BillingClient or Apple's StoreKit/SKPaymentQueue/SKProduct)/RevenueCat/Adapty/EssentialKit/Unipay.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "implement-in-app-purchases",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "bolt",
      "short_description": "Implement, configure, and debug Unity In-App Purchases (IAP) — store connection, product catalog, consumable/non-consumable/subscription purchases, two-step pending-confirm flow, receipt validation, entitlement checking, restore transactions, Apple extensions (promotional purchases, Ask-to-Buy, code redemption), and Google Play extensions (subscription upgrade/downgrade), D2C Capabilities(direct to customer), 3rd party payment provider (Stripe/Coda) via Unity IAP/Unity Cloud. Use when the user needs to add, modify, debug, or migrate from native Android/iOS billing, 3rd party packages(RevenueCat/Adapty/Essential Kit/Unipay supported) to IAP. Triggers on microtransactions (MTX), monetization, real-money purchases, store purchases, buying items, support D2C, purchase via Stripe/Coda, migrate from native billing(Google's BillingClient or Apple's StoreKit/SKPaymentQueue/SKProduct)/RevenueCat/Adapty/EssentialKit/Unipay."
    },
    "name": "implement-in-app-purchases",
    "plugin_release_skill_id": "pluginrsk_6aaabc5f60588191b18ef6b1de0c4e2a"
  },
  {
    "description": "Sets up and configures the Unity AI Navigation system — NavMesh surfaces, NavMesh agents, obstacles, links, modifiers, areas and costs. Use when creating walkable navigation meshes, adding pathfinding agents, setting up patrol routes, configuring obstacle avoidance and carving, connecting separate NavMeshes with links, coupling navigation with animation, or troubleshooting navigation issues.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "initialize-ai-navigation",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "hierarchy",
      "short_description": "Sets up and configures the Unity AI Navigation system — NavMesh surfaces, NavMesh agents, obstacles, links, modifiers, areas and costs. Use when creating walkable navigation meshes, adding pathfinding agents, setting up patrol routes, configuring obstacle avoidance and carving, connecting separate NavMeshes with links, coupling navigation with animation, or troubleshooting navigation issues."
    },
    "name": "initialize-ai-navigation",
    "plugin_release_skill_id": "pluginrsk_6aaabc58816081918cb79bbe0b7c5b1a"
  },
  {
    "description": "Integrates the LevelPlay Mediation SDK via the Ads Mediation UPM package. Use when a developer asks about adding ads to a Unity game, implementing rewarded, interstitial, or banner ads, setting up ad mediation, configuring ad networks, installing or updating the Ads Mediation package, troubleshooting LevelPlay namespace errors, resolving Android gradle or iOS CocoaPods dependency issues for ads, configuring ATT or privacy settings for ad compliance, tracking impression-level revenue (ILRD), initializing the LevelPlay SDK, or setting up ad unit IDs. Also use when a developer wants to monetize their Unity game with ads, asks how to get started with LevelPlay, ads, or mediation, or needs help with any part of the LevelPlay integration workflow including platform-specific setup for iOS or Android. Also use when upgrading the LevelPlay or IronSource SDK version, migrating from deprecated IronSource.Agent APIs, or migrating a game from Unity Ads to LevelPlay.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "levelplay-unity-integration",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "bolt",
      "short_description": "Integrates the LevelPlay Mediation SDK via the Ads Mediation UPM package. Use when a developer asks about adding ads to a Unity game, implementing rewarded, interstitial, or banner ads, setting up ad mediation, configuring ad networks, installing or updating the Ads Mediation package, troubleshooting LevelPlay namespace errors, resolving Android gradle or iOS CocoaPods dependency issues for ads, configuring ATT or privacy settings for ad compliance, tracking impression-level revenue (ILRD), initializing the LevelPlay SDK, or setting up ad unit IDs. Also use when a developer wants to monetize their Unity game with ads, asks how to get started with LevelPlay, ads, or mediation, or needs help with any part of the LevelPlay integration workflow including platform-specific setup for iOS or Android. Also use when upgrading the LevelPlay or IronSource SDK version, migrating from deprecated IronSource.Agent APIs, or migrating a game from Unity Ads to LevelPlay."
    },
    "name": "levelplay-unity-integration",
    "plugin_release_skill_id": "pluginrsk_6aaabc5ce798819186bb0b0e2fad272c"
  },
  {
    "description": "Sets up and configures Unity Localization, including locales, String/Asset Tables, CJK font support, and Addressables workflows. Use when the user wants to add languages to a project, translate UI text, support Asian (CJK) languages with TMP fonts, or mentions i18n, l10n, multilingual support, or making a game support multiple languages.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "localization",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "hierarchy",
      "short_description": "Sets up and configures Unity Localization, including locales, String/Asset Tables, CJK font support, and Addressables workflows. Use when the user wants to add languages to a project, translate UI text, support Asian (CJK) languages with TMP fonts, or mentions i18n, l10n, multilingual support, or making a game support multiple languages."
    },
    "name": "localization",
    "plugin_release_skill_id": "pluginrsk_6aaabc57d03c8191800ab4f24a0b7c6b"
  },
  {
    "description": "Manage SpriteAtlas using prebuild pipeline with IPreprocessBuildWithReport (DEFAULT approach). Use it to configure master atlases, variant atlases, texture settings, packing settings, and platform-specific configurations. Use when the user asks about creating sprite atlases, optimizing sprites, configuring atlas settings, adding sprites to atlases, creating variant atlases, implementing automated atlas generation, or runtime sprite atlas access. Always use prebuild approach unless user explicitly requests manual authoring.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "manage-sprite-atlas",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "code",
      "short_description": "Manage SpriteAtlas using prebuild pipeline with IPreprocessBuildWithReport (DEFAULT approach). Use it to configure master atlases, variant atlases, texture settings, packing settings, and platform-specific configurations. Use when the user asks about creating sprite atlases, optimizing sprites, configuring atlas settings, adding sprites to atlases, creating variant atlases, implementing automated atlas generation, or runtime sprite atlas access. Always use prebuild approach unless user explicitly requests manual authoring."
    },
    "name": "manage-sprite-atlas",
    "plugin_release_skill_id": "pluginrsk_6aaabc5c733c81918b9dab747a7c1681"
  },
  {
    "description": "Plans, executes, and troubleshoots Unity projects moving from the Built-in Render Pipeline (BiRP/BIRP/Built-in RP) to the Universal Render Pipeline (URP). Use when the user asks to upgrade, convert, switch, or migrate a project, scene, material, or shader to URP/Universal Render Pipeline; fix pink or magenta materials after URP; convert Built-in materials/shaders; move a 2D project to URP 2D; review lighting, quality, post-processing, baked lightmaps, or reflection probes after URP; or diagnose visual problems after a render-pipeline migration.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "migrate-birp-to-urp",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "code",
      "short_description": "Plans, executes, and troubleshoots Unity projects moving from the Built-in Render Pipeline (BiRP/BIRP/Built-in RP) to the Universal Render Pipeline (URP). Use when the user asks to upgrade, convert, switch, or migrate a project, scene, material, or shader to URP/Universal Render Pipeline; fix pink or magenta materials after URP; convert Built-in materials/shaders; move a 2D project to URP 2D; review lighting, quality, post-processing, baked lightmaps, or reflection probes after URP; or diagnose visual problems after a render-pipeline migration."
    },
    "name": "migrate-birp-to-urp",
    "plugin_release_skill_id": "pluginrsk_6aaabc5a291c819184a608776a2fdc05"
  },
  {
    "description": "Use when starting a brand-new Unity game or project from scratch — \"make/start/create a new game\", \"bootstrap a Unity project\", \"I want to build a [genre] game\", \"scaffold/prototype a game\", game jam, greenfield, blank project, project setup. A guided flow that gathers the concept, target platforms, and monetization, installs the Editor in the background while it asks, then creates the project and source control and installs packages — delegating the mechanics to the unity-cli and unity-package-management skills and handing off monetization to the dedicated skills. Does not scaffold gameplay code.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "new-unity-project",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "code",
      "short_description": "Use when starting a brand-new Unity game or project from scratch — \"make/start/create a new game\", \"bootstrap a Unity project\", \"I want to build a [genre] game\", \"scaffold/prototype a game\", game jam, greenfield, blank project, project setup. A guided flow that gathers the concept, target platforms, and monetization, installs the Editor in the background while it asks, then creates the project and source control and installs packages — delegating the mechanics to the unity-cli and unity-package-management skills and handing off monetization to the dedicated skills. Does not scaffold gameplay code."
    },
    "name": "new-unity-project",
    "plugin_release_skill_id": "pluginrsk_6aaabc5d98588191a6843dc8b5320c65"
  },
  {
    "description": "Optimizes Unity 6 audio memory, CPU cost, and playback quality through correct import settings and mixer configuration. Use when the user wants to reduce audio memory usage, choose the right Load Type for short clips versus music versus ambient beds, configure platform-appropriate sample rates and codecs, force 3D audio to mono, or reduce AudioMixer CPU cost from deep group trees or effects running on silent paths.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "optimize-audio",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "chart",
      "short_description": "Optimizes Unity 6 audio memory, CPU cost, and playback quality through correct import settings and mixer configuration. Use when the user wants to reduce audio memory usage, choose the right Load Type for short clips versus music versus ambient beds, configure platform-appropriate sample rates and codecs, force 3D audio to mono, or reduce AudioMixer CPU cost from deep group trees or effects running on silent paths."
    },
    "name": "optimize-audio",
    "plugin_release_skill_id": "pluginrsk_6aaabc5e0e008191be8570cc0559326d"
  },
  {
    "description": "Covers TextMeshPro font stacks, dynamic fallback atlases, padding and sampling ratios, SDF16, AutoSize discipline, worldspace vs UGUI, and Memory Profiler font-data capture. Use when the user mentions TextMeshPro, Text Mesh Pro, TMP (TextMeshPro), font asset, dynamic atlas, TMP localization, CJK (Chinese, Japanese, Korean) fonts, font alignment across scripts, mixed western and eastern fonts, text rendering performance, profiler markers related to text generation or glyph rasterization, font fallback strategy, font normalization, multilingual or localized text rendering, SDF font quality, or text-related memory issues—not for UI Toolkit layout (unity-ui-toolkit) or non-TMP uGUI (unity-ui).",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "optimize-text-mesh-pro",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "code",
      "short_description": "Covers TextMeshPro font stacks, dynamic fallback atlases, padding and sampling ratios, SDF16, AutoSize discipline, worldspace vs UGUI, and Memory Profiler font-data capture. Use when the user mentions TextMeshPro, Text Mesh Pro, TMP (TextMeshPro), font asset, dynamic atlas, TMP localization, CJK (Chinese, Japanese, Korean) fonts, font alignment across scripts, mixed western and eastern fonts, text rendering performance, profiler markers related to text generation or glyph rasterization, font fallback strategy, font normalization, multilingual or localized text rendering, SDF font quality, or text-related memory issues—not for UI Toolkit layout (unity-ui-toolkit) or non-TMP uGUI (unity-ui)."
    },
    "name": "optimize-text-mesh-pro",
    "plugin_release_skill_id": "pluginrsk_6aaabc57d9288191b6e3eab729b041b0"
  },
  {
    "description": "Optimizes Unity 6 WebGL and WebGPU builds for smaller download size, faster initial load, and efficient browser runtime performance. Use when the user's web build is too large, stutters in a specific browser, consumes excessive battery, needs CDN/server compression configured, or needs guidance on resource stripping, shader variant reduction, KTX textures, quality settings, or web profiling.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "optimize-web",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "bolt",
      "short_description": "Optimizes Unity 6 WebGL and WebGPU builds for smaller download size, faster initial load, and efficient browser runtime performance. Use when the user's web build is too large, stutters in a specific browser, consumes excessive battery, needs CDN/server compression configured, or needs guidance on resource stripping, shader variant reduction, KTX textures, quality settings, or web profiling."
    },
    "name": "optimize-web",
    "plugin_release_skill_id": "pluginrsk_6aaabc59f8e4819185d8448ca9b0b93f"
  },
  {
    "description": "3D PhysX collision and trigger diagnostics for MonoBehaviour-based Unity projects. Primary scope: OnCollisionEnter / OnTriggerEnter not firing, objects passing through each other, Physics.Raycast missing, ragdoll explosion, AddForce stops working after settling, MeshCollider rules, and similar 3D PhysX symptoms. Adjacent topics (2D physics, OTS / Unity Physics package): provides a brief best-effort answer with a scope disclaimer and a documentation link, rather than refusing outright. When dedicated specialist skills (physics-2d, physics-dots) are installed, those should handle their respective domains and this skill defers to them.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "physics-3d-collision",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "code",
      "short_description": "3D PhysX collision and trigger diagnostics for MonoBehaviour-based Unity projects. Primary scope: OnCollisionEnter / OnTriggerEnter not firing, objects passing through each other, Physics.Raycast missing, ragdoll explosion, AddForce stops working after settling, MeshCollider rules, and similar 3D PhysX symptoms. Adjacent topics (2D physics, OTS / Unity Physics package): provides a brief best-effort answer with a scope disclaimer and a documentation link, rather than refusing outright. When dedicated specialist skills (physics-2d, physics-dots) are installed, those should handle their respective domains and this skill defers to them."
    },
    "name": "physics-3d-collision",
    "plugin_release_skill_id": "pluginrsk_6aaabc5b3dfc8191b2246a5d3d8fdd6b"
  },
  {
    "description": "Guides the development of online multiplayer experiences where players connect, group, and interact in real-time using Unity Multiplayer Services. Use when the user asks for topology choice, player grouping, hosting, matchmaking, discovery, network setup, and session-based play (rooms, parties, lobbies) using the Unity Multiplayer Services APIs. Not for leaderboards, cloud saves, or backend features that involve no real-time connection between players; those belong to the build-live-game skill.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "setup-multiplayer-services",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "code",
      "short_description": "Guides the development of online multiplayer experiences where players connect, group, and interact in real-time using Unity Multiplayer Services. Use when the user asks for topology choice, player grouping, hosting, matchmaking, discovery, network setup, and session-based play (rooms, parties, lobbies) using the Unity Multiplayer Services APIs. Not for leaderboards, cloud saves, or backend features that involve no real-time connection between players; those belong to the build-live-game skill."
    },
    "name": "setup-multiplayer-services",
    "plugin_release_skill_id": "pluginrsk_6aaabc61732c8191906ab35609fd05eb"
  },
  {
    "description": "Add and configure in-game voice chat and text chat for Unity multiplayer games using Unity Vivox. Covers microphone setup and mic permissions on Android/iOS, voice activity detection (VAD) tuning, voice volume and mute controls in a settings UI (VoiceVadMinimumVolume, mic slider, mute button, speaking indicator), proximity/3D spatial voice for FPS/co-op games, team/party/lobby/guild voice channels, push-to-talk, muting self and other players, whisper/direct messages, in-game text chat, and Vivox SDK init + Unity Authentication sign-in. Use when the user asks to add voice chat, voice comms, microphone/mic support, a voice-chat settings UI, mute button, VAD threshold, push-to-talk, proximity or spatial voice, team voice, party chat, lobby chat, direct messages, or mentions Vivox, VivoxService, com.unity.services.vivox, JoinGroupChannelAsync, JoinPositionalChannelAsync, LoginAsync, or migrating from legacy Vivox (Client.Instance / LoginSession / AccountId).",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "setup-vivox-voice-chat",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "chat",
      "short_description": "Add and configure in-game voice chat and text chat for Unity multiplayer games using Unity Vivox. Covers microphone setup and mic permissions on Android/iOS, voice activity detection (VAD) tuning, voice volume and mute controls in a settings UI (VoiceVadMinimumVolume, mic slider, mute button, speaking indicator), proximity/3D spatial voice for FPS/co-op games, team/party/lobby/guild voice channels, push-to-talk, muting self and other players, whisper/direct messages, in-game text chat, and Vivox SDK init + Unity Authentication sign-in. Use when the user asks to add voice chat, voice comms, microphone/mic support, a voice-chat settings UI, mute button, VAD threshold, push-to-talk, proximity or spatial voice, team voice, party chat, lobby chat, direct messages, or mentions Vivox, VivoxService, com.unity.services.vivox, JoinGroupChannelAsync, JoinPositionalChannelAsync, LoginAsync, or migrating from legacy Vivox (Client.Instance / LoginSession / AccountId)."
    },
    "name": "setup-vivox-voice-chat",
    "plugin_release_skill_id": "pluginrsk_6aaabc5b9e308191a261968b7661fded"
  },
  {
    "description": "Generates custom Shader Graph nodes from HLSL code. Use when the user wants to create a new Shader Graph node or make existing HLSL code work as a reflected function node.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "shader-graph-create-custom-node",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "code",
      "short_description": "Generates custom Shader Graph nodes from HLSL code. Use when the user wants to create a new Shader Graph node or make existing HLSL code work as a reflected function node."
    },
    "name": "shader-graph-create-custom-node",
    "plugin_release_skill_id": "pluginrsk_6aaabc607ff88191a23bf1ddc7c27eef"
  },
  {
    "description": "Edits Unity sprite properties by generating C# editor scripts using ISpriteEditorDataProvider APIs. Handles sprite rectangles, borders, pivots, outlines, and slicing operations (automatic, grid, isometric). Use when working with sprite assets, sprite sheets, texture atlases, or sprite slicing.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "sprite-editor",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "code",
      "short_description": "Edits Unity sprite properties by generating C# editor scripts using ISpriteEditorDataProvider APIs. Handles sprite rectangles, borders, pivots, outlines, and slicing operations (automatic, grid, isometric). Use when working with sprite assets, sprite sheets, texture atlases, or sprite slicing."
    },
    "name": "sprite-editor",
    "plugin_release_skill_id": "pluginrsk_6aaabc57df708191923dc73eb6f08fc2"
  },
  {
    "description": "Analyze Sprite textures and output a 3x3 grid representation based on color matching. Segments a Sprite into a 3x3 grid, identifies the majority color of the center cell, and outputs a text pattern showing which cells match the center color. Use when analyzing sprite patterns, documenting sprite structure, or describing sprite color distribution.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "sprite-segment-3x3grid",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "chart",
      "short_description": "Analyze Sprite textures and output a 3x3 grid representation based on color matching. Segments a Sprite into a 3x3 grid, identifies the majority color of the center cell, and outputs a text pattern showing which cells match the center color. Use when analyzing sprite patterns, documenting sprite structure, or describing sprite color distribution."
    },
    "name": "sprite-segment-3x3grid",
    "plugin_release_skill_id": "pluginrsk_6aaabc5df2b481918f653cb2095b81f8"
  },
  {
    "description": "Creates a Tile Palette asset. Use when the user wants to organize tiles for 2D level design or create a new Tile Palette from scratch. The user can specify the Grid layout, eg. Rectangular, Hexagonal, Isometric.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "tilemap-palette-create",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "hierarchy",
      "short_description": "Creates a Tile Palette asset. Use when the user wants to organize tiles for 2D level design or create a new Tile Palette from scratch. The user can specify the Grid layout, eg. Rectangular, Hexagonal, Isometric."
    },
    "name": "tilemap-palette-create",
    "plugin_release_skill_id": "pluginrsk_6aaabc5b22f48191a2cda2d60b70d48b"
  },
  {
    "description": "Creates an empty RuleTile asset without Sprite or Spritesheet inputs. Use ONLY when the user wants a blank RuleTile, HexagonalRuleTile, or IsometricRuleTile for custom rule configuration AND has not provided or referenced any sprites. If the user mentions existing sprites, terrain art, edge tiles, or a tiles folder, use tilemap-ruletile-createfromsegment instead, never this skill.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "tilemap-ruletile-createempty",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "hierarchy",
      "short_description": "Creates an empty RuleTile asset without Sprite or Spritesheet inputs. Use ONLY when the user wants a blank RuleTile, HexagonalRuleTile, or IsometricRuleTile for custom rule configuration AND has not provided or referenced any sprites. If the user mentions existing sprites, terrain art, edge tiles, or a tiles folder, use tilemap-ruletile-createfromsegment instead, never this skill."
    },
    "name": "tilemap-ruletile-createempty",
    "plugin_release_skill_id": "pluginrsk_6aaabc5eed0881918f9b1a666f8611be"
  },
  {
    "description": "Use when the user wants tiles that auto-tile (autotile) as they paint, wants a RuleTile built from existing terrain or edge sprites, or asks to make sprites \"tile correctly\" or \"connect properly\". Also converts sprite-segment-3x3grid output patterns into Unity RuleTile TilingRules: 3x3 grid text patterns (X, ., *) become TilingRule neighbor configurations, mapping '.' to 'This' rules and 'X' to 'DontCare', sorted by specificity (more 'This' rules first). Use when creating RuleTiles from sprite analysis or defining tile neighbor rules programmatically. Sprites must be provided as input.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "tilemap-ruletile-createfromsegment",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "hierarchy",
      "short_description": "Use when the user wants tiles that auto-tile (autotile) as they paint, wants a RuleTile built from existing terrain or edge sprites, or asks to make sprites \"tile correctly\" or \"connect properly\". Also converts sprite-segment-3x3grid output patterns into Unity RuleTile TilingRules: 3x3 grid text patterns (X, ., *) become TilingRule neighbor configurations, mapping '.' to 'This' rules and 'X' to 'DontCare', sorted by specificity (more 'This' rules first). Use when creating RuleTiles from sprite analysis or defining tile neighbor rules programmatically. Sprites must be provided as input."
    },
    "name": "tilemap-ruletile-createfromsegment",
    "plugin_release_skill_id": "pluginrsk_6aaabc608c908191a4a9024425988616"
  },
  {
    "description": "Unity UI expert for menus, HUDs, screens, panels, buttons, labels, and all visual interface elements. Handles questions about UI in scenes or prefabs (how many elements, what exists, structure analysis), styling changes (colors, borders, backgrounds, fonts, spacing, rounded corners), layout adjustments, and UI generation. Routes to UI Toolkit, uGUI, or IMGUI based on project context. Use for ANY request to build, edit, or understand game UI (menus, HUDs, settings or pause screens) when no framework is named: consult this skill to detect which UI system the project uses before writing any UI code, even for a request that looks simple enough to build directly.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "ui",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "cursor",
      "short_description": "Unity UI expert for menus, HUDs, screens, panels, buttons, labels, and all visual interface elements. Handles questions about UI in scenes or prefabs (how many elements, what exists, structure analysis), styling changes (colors, borders, backgrounds, fonts, spacing, rounded corners), layout adjustments, and UI generation. Routes to UI Toolkit, uGUI, or IMGUI based on project context. Use for ANY request to build, edit, or understand game UI (menus, HUDs, settings or pause screens) when no framework is named: consult this skill to detect which UI system the project uses before writing any UI code, even for a request that looks simple enough to build directly."
    },
    "name": "ui",
    "plugin_release_skill_id": "pluginrsk_6aaabc5bb7a881918dabe553e739e4d0"
  },
  {
    "description": "Unity IMGUI (Immediate Mode GUI) expert for legacy editor tools using OnGUI/immediate mode. Generates and modifies IMGUI EditorWindows, custom Inspectors, PropertyDrawers, and scripts with IMGUI code (OnGUI, OnInspectorGUI). Use when maintaining existing IMGUI editor code or when user explicitly requests IMGUI/OnGUI. Do not use for NEW editor windows or tools: new editor UI defaults to UI Toolkit (ui-uitk) unless the project already uses IMGUI exclusively or the user asks for OnGUI by name.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "ui-imgui",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "code",
      "short_description": "Unity IMGUI (Immediate Mode GUI) expert for legacy editor tools using OnGUI/immediate mode. Generates and modifies IMGUI EditorWindows, custom Inspectors, PropertyDrawers, and scripts with IMGUI code (OnGUI, OnInspectorGUI). Use when maintaining existing IMGUI editor code or when user explicitly requests IMGUI/OnGUI. Do not use for NEW editor windows or tools: new editor UI defaults to UI Toolkit (ui-uitk) unless the project already uses IMGUI exclusively or the user asks for OnGUI by name."
    },
    "name": "ui-imgui",
    "plugin_release_skill_id": "pluginrsk_6aaabc5f102c8191b93e90133c86d5f9"
  },
  {
    "description": "Unity uGUI (Canvas-based) UI expert. Understands, edits, and generates Canvas hierarchies, RectTransforms, Layout Groups, and prefab UI. Use for requests involving Canvas, uGUI, RectTransform, or .prefab UI files.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "ui-ugui",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "code",
      "short_description": "Unity uGUI (Canvas-based) UI expert. Understands, edits, and generates Canvas hierarchies, RectTransforms, Layout Groups, and prefab UI. Use for requests involving Canvas, uGUI, RectTransform, or .prefab UI files."
    },
    "name": "ui-ugui",
    "plugin_release_skill_id": "pluginrsk_6aaabc5933388191b03d3f59f7ab9fea"
  },
  {
    "description": "Unity UI Toolkit expert for Unity 6.0+. Understands, edits, and generates UXML and USS files with flex-based layouts. Use for requests involving .uxml, .uss, UI Toolkit, UIElements, UIDocument, UI runtime binding, Custom UI Elements, Manipulators or PanelSettings.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "ui-uitk",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "code",
      "short_description": "Unity UI Toolkit expert for Unity 6.0+. Understands, edits, and generates UXML and USS files with flex-based layouts. Use for requests involving .uxml, .uss, UI Toolkit, UIElements, UIDocument, UI runtime binding, Custom UI Elements, Manipulators or PanelSettings."
    },
    "name": "ui-uitk",
    "plugin_release_skill_id": "pluginrsk_6aaabc5f02e881918bd235932e077598"
  },
  {
    "description": "Use when interacting with Unity CLI from the terminal, or to control a running/connected Unity Editor from the command line — create or modify GameObjects, edit scenes and assets, inspect the hierarchy, and run C# in a live Editor instead of hand-editing scene or asset files. Also install, upgrade or uninstall editors, create, list or open projects, manage modules, manage licenses, check auth status, read logs, browse Unity releases, build/test projects, configure the Unity MCP server for AI agents, or run any other Unity CLI operation. For a guided idea-to-running-project flow for a brand-new game, use the new-unity-project skill instead.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "unity-cli",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "code",
      "short_description": "Use when interacting with Unity CLI from the terminal, or to control a running/connected Unity Editor from the command line — create or modify GameObjects, edit scenes and assets, inspect the hierarchy, and run C# in a live Editor instead of hand-editing scene or asset files. Also install, upgrade or uninstall editors, create, list or open projects, manage modules, manage licenses, check auth status, read logs, browse Unity releases, build/test projects, configure the Unity MCP server for AI agents, or run any other Unity CLI operation. For a guided idea-to-running-project flow for a brand-new game, use the new-unity-project skill instead."
    },
    "name": "unity-cli",
    "plugin_release_skill_id": "pluginrsk_6aaabc5cc72881919fa2d7737c3a464d"
  },
  {
    "description": "Use when adding, removing, upgrading, or discovering Unity (UPM) packages programmatically from outside the Editor — headless or CI package installs via the C# UnityEditor.PackageManager.Client API, verifying package ids/versions against the Unity registry, or choosing which packages a game needs by genre, platform, and monetization. The Unity CLI does not manage UPM packages, so this skill covers that gap. Triggers on \"install a Unity package\", \"add com.unity.*\", \"set up packages headless/CI\", \"which packages for a [genre] game\".",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "unity-package-management",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "code",
      "short_description": "Use when adding, removing, upgrading, or discovering Unity (UPM) packages programmatically from outside the Editor — headless or CI package installs via the C# UnityEditor.PackageManager.Client API, verifying package ids/versions against the Unity registry, or choosing which packages a game needs by genre, platform, and monetization. The Unity CLI does not manage UPM packages, so this skill covers that gap. Triggers on \"install a Unity package\", \"add com.unity.*\", \"set up packages headless/CI\", \"which packages for a [genre] game\"."
    },
    "name": "unity-package-management",
    "plugin_release_skill_id": "pluginrsk_6aaabc5c95788191bf3c0ad5140ca51c"
  },
  {
    "description": "Sets up, configures, and debugs URP post-processing effects using the Volume framework. Use when the user asks about bloom, tonemapping, color adjustments, depth of field, vignette, motion blur, or other Volume overrides in a URP project.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "urp-postprocessing",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "code",
      "short_description": "Sets up, configures, and debugs URP post-processing effects using the Volume framework. Use when the user asks about bloom, tonemapping, color adjustments, depth of field, vignette, motion blur, or other Volume overrides in a URP project."
    },
    "name": "urp-postprocessing",
    "plugin_release_skill_id": "pluginrsk_6aaabc5ddde48191affd3ad2da14b65c"
  },
  {
    "description": "Use when the user wants to review or validate a Unity 6+ URP ScriptableRendererFeature that uses the Render Graph API. Checks for correctness issues - resource wiring, material binding, execution structure, descriptor usage, global resource exposure, and Render Graph best practices.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "validate-urp-render-graph-renderer-feature",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "code",
      "short_description": "Use when the user wants to review or validate a Unity 6+ URP ScriptableRendererFeature that uses the Render Graph API. Checks for correctness issues - resource wiring, material binding, execution structure, descriptor usage, global resource exposure, and Render Graph best practices."
    },
    "name": "validate-urp-render-graph-renderer-feature",
    "plugin_release_skill_id": "pluginrsk_6aaabc5a45348191ad25dee3a521493b"
  }
]
AFTER
[
  {
    "description": "Sets up, diagnoses, and fixes pixel perfect 2D rendering with PixelPerfectCamera in URP or Built-in. Use when a retro-style or pixel art 2D game looks blurry, jittery, or misaligned. Not for HD 2D or high-resolution art.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "2d-pixel-perfect",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "default",
      "short_description": "Sets up, diagnoses, and fixes pixel perfect 2D rendering with PixelPerfectCamera in URP or Built-in. Use when a retro-style or pixel art 2D game looks blurry, jittery, or misaligned. Not for HD 2D or high-resolution art."
    },
    "name": "2d-pixel-perfect",
    "plugin_release_skill_id": "pluginrsk_6abe76bfdc148191808212e12258a109"
  },
  {
    "description": "Imports 3D models and point clouds with Asset Transformer Toolkit (formerly Pixyz), and creates, edits, and runs RuleSets, Actions, and LODs. Use for Pixyz or Asset Transformer imports, RuleSets, or ImporterScriptableObjects. Requires toolkit 4.0+.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "asset-transformer-toolkit",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "hierarchy",
      "short_description": "Imports 3D models and point clouds with Asset Transformer Toolkit (formerly Pixyz), and creates, edits, and runs RuleSets, Actions, and LODs. Use for Pixyz or Asset Transformer imports, RuleSets, or ImporterScriptableObjects. Requires toolkit 4.0+."
    },
    "name": "asset-transformer-toolkit",
    "plugin_release_skill_id": "pluginrsk_6abe76c50e648191a43c5fe0abcd3aad"
  },
  {
    "description": "Routes Audio Sources into existing Audio Mixer Groups, classifying each source by what it plays. Use when the user asks about cleaning up mixer assignments, routing audio through a mixer, or which group a sound belongs in.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "audio-setup-mixers",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "code",
      "short_description": "Routes Audio Sources into existing Audio Mixer Groups, classifying each source by what it plays. Use when the user asks about cleaning up mixer assignments, routing audio through a mixer, or which group a sound belongs in."
    },
    "name": "audio-setup-mixers",
    "plugin_release_skill_id": "pluginrsk_6abe76c4ef6881918f7542346cd07ec0"
  },
  {
    "description": "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.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "build-gtk",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "code",
      "short_description": "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."
    },
    "name": "build-gtk",
    "plugin_release_skill_id": "pluginrsk_6abe76c0acdc81918a8e3bdae429330c"
  },
  {
    "description": "Builds and operates live games with Unity Services. Use when the user asks about backend or live-ops features such as player accounts, cloud save, leaderboards, achievements, progression and battle passes, economies, cloud code, or remote config.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "build-live-game",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "code",
      "short_description": "Builds and operates live games with Unity Services. Use when the user asks about backend or live-ops features such as player accounts, cloud save, leaderboards, achievements, progression and battle passes, economies, cloud code, or remote config."
    },
    "name": "build-live-game",
    "plugin_release_skill_id": "pluginrsk_6abe76bb28bc81918612fe072e027b3b"
  },
  {
    "description": "Generates Unity Search queries and opens the Search window to find assets or scene objects. Use when the user asks to find, filter, or list assets, GameObjects, components, or references in the Editor, not on disk.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "generate-editor-search-query",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "search",
      "short_description": "Generates Unity Search queries and opens the Search window to find assets or scene objects. Use when the user asks to find, filter, or list assets, GameObjects, components, or references in the Editor, not on disk."
    },
    "name": "generate-editor-search-query",
    "plugin_release_skill_id": "pluginrsk_6abe76c03e608191a724c2240993d145"
  },
  {
    "description": "Implements, configures, and debugs Unity In-App Purchases, including subscriptions, receipt validation, and direct-to-customer payments via Stripe or Coda. Use when asked about real-money purchases or microtransactions, or migrating from native store billing, RevenueCat, Adapty, Essential Kit, or UniPay.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "implement-in-app-purchases",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "bolt",
      "short_description": "Implements, configures, and debugs Unity In-App Purchases, including subscriptions, receipt validation, and direct-to-customer payments via Stripe or Coda. Use when asked about real-money purchases or microtransactions, or migrating from native store billing, RevenueCat, Adapty, Essential Kit, or UniPay."
    },
    "name": "implement-in-app-purchases",
    "plugin_release_skill_id": "pluginrsk_6abe76c1e670819181ded95e888a8af8"
  },
  {
    "description": "Sets up and configures Unity AI Navigation, including NavMesh surfaces, agents, obstacles, and links. Use when the user asks about navigation meshes, pathfinding, patrol routes, or obstacle avoidance.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "initialize-ai-navigation",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "hierarchy",
      "short_description": "Sets up and configures Unity AI Navigation, including NavMesh surfaces, agents, obstacles, and links. Use when the user asks about navigation meshes, pathfinding, patrol routes, or obstacle avoidance."
    },
    "name": "initialize-ai-navigation",
    "plugin_release_skill_id": "pluginrsk_6abe76bde6e08191bbbc5879193aa2d5"
  },
  {
    "description": "Integrates the LevelPlay ad mediation SDK via the Ads Mediation package. Use when the user asks about adding rewarded, interstitial, or banner ads, mediation or ad privacy setup, Android or iOS ad dependency build failures, or migrating from Unity Ads or IronSource APIs.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "levelplay-unity-integration",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "bolt",
      "short_description": "Integrates the LevelPlay ad mediation SDK via the Ads Mediation package. Use when the user asks about adding rewarded, interstitial, or banner ads, mediation or ad privacy setup, Android or iOS ad dependency build failures, or migrating from Unity Ads or IronSource APIs."
    },
    "name": "levelplay-unity-integration",
    "plugin_release_skill_id": "pluginrsk_6abe76c16c4c81919695e937b5b33f2b"
  },
  {
    "description": "Sets up and configures Unity Localization, including locales, String and Asset Tables, and CJK fonts. Use when the user asks to add languages, translate UI text, or mentions i18n or multilingual support.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "localization",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "hierarchy",
      "short_description": "Sets up and configures Unity Localization, including locales, String and Asset Tables, and CJK fonts. Use when the user asks to add languages, translate UI text, or mentions i18n or multilingual support."
    },
    "name": "localization",
    "plugin_release_skill_id": "pluginrsk_6abe76c369a8819180bd44e3de172bcb"
  },
  {
    "description": "Manages SpriteAtlas assets through a prebuild pipeline, covering master and variant atlases, packing settings, and platform overrides. Use when asked to create or optimize sprite atlases.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "manage-sprite-atlas",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "code",
      "short_description": "Manages SpriteAtlas assets through a prebuild pipeline, covering master and variant atlases, packing settings, and platform overrides. Use when asked to create or optimize sprite atlases."
    },
    "name": "manage-sprite-atlas",
    "plugin_release_skill_id": "pluginrsk_6abe76c3d5448191961ef05f6503f888"
  },
  {
    "description": "Plans, executes, and troubleshoots migration from the Built-in Render Pipeline to URP. Use when asked to convert a project, scene, material, or shader to URP, or to fix visuals broken by the change.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "migrate-birp-to-urp",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "code",
      "short_description": "Plans, executes, and troubleshoots migration from the Built-in Render Pipeline to URP. Use when asked to convert a project, scene, material, or shader to URP, or to fix visuals broken by the change."
    },
    "name": "migrate-birp-to-urp",
    "plugin_release_skill_id": "pluginrsk_6abe76c140dc8191899c6b64c5d2ddd5"
  },
  {
    "description": "Guides creating a new Unity project, gathering concept, platforms, and monetization before setting up the project, source control, and packages. Use when the user asks to start a new game or prototype.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "new-unity-project",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "code",
      "short_description": "Guides creating a new Unity project, gathering concept, platforms, and monetization before setting up the project, source control, and packages. Use when the user asks to start a new game or prototype."
    },
    "name": "new-unity-project",
    "plugin_release_skill_id": "pluginrsk_6abe76bb05b48191b9d48690986b37e1"
  },
  {
    "description": "Optimizes audio memory, CPU cost, and playback quality through import settings and mixer configuration. Use when asked to reduce audio memory or Audio Mixer CPU cost, change clip Load Types, sample rates or codecs, or force 3D audio to mono.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "optimize-audio",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "bolt",
      "short_description": "Optimizes audio memory, CPU cost, and playback quality through import settings and mixer configuration. Use when asked to reduce audio memory or Audio Mixer CPU cost, change clip Load Types, sample rates or codecs, or force 3D audio to mono."
    },
    "name": "optimize-audio",
    "plugin_release_skill_id": "pluginrsk_6abe76bfb24c81918af5b1434701d61c"
  },
  {
    "description": "Optimizes TextMeshPro rendering, memory, and font setup, including font asset stacks, fallback atlases, SDF quality, and worldspace text. Use when the user asks about TMP fonts, CJK or multilingual text, or text performance.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "optimize-text-mesh-pro",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "code",
      "short_description": "Optimizes TextMeshPro rendering, memory, and font setup, including font asset stacks, fallback atlases, SDF quality, and worldspace text. Use when the user asks about TMP fonts, CJK or multilingual text, or text performance."
    },
    "name": "optimize-text-mesh-pro",
    "plugin_release_skill_id": "pluginrsk_6abe76b9c3408191bd2563c2fff3b319"
  },
  {
    "description": "Optimizes Unity WebGL and WebGPU builds for smaller downloads and faster load. Use when a web build is too large or stutters, or the user asks about compression, stripping, shader variants, or web profiling.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "optimize-web",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "bolt",
      "short_description": "Optimizes Unity WebGL and WebGPU builds for smaller downloads and faster load. Use when a web build is too large or stutters, or the user asks about compression, stripping, shader variants, or web profiling."
    },
    "name": "optimize-web",
    "plugin_release_skill_id": "pluginrsk_6abe76bad8708191b66b58042c06b08d"
  },
  {
    "description": "Diagnoses 3D PhysX collision and trigger problems. Use when OnCollisionEnter or OnTriggerEnter doesn't fire, objects pass through each other, raycasts miss, or a MeshCollider misbehaves. Also answers 2D and DOTS physics best-effort if no dedicated skill is available.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "physics-3d-collision",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "code",
      "short_description": "Diagnoses 3D PhysX collision and trigger problems. Use when OnCollisionEnter or OnTriggerEnter doesn't fire, objects pass through each other, raycasts miss, or a MeshCollider misbehaves. Also answers 2D and DOTS physics best-effort if no dedicated skill is available."
    },
    "name": "physics-3d-collision",
    "plugin_release_skill_id": "pluginrsk_6abe76bc9aac819188d7686b9cd38ad8"
  },
  {
    "description": "Guides real-time online multiplayer with Unity Multiplayer Services. Use when the user asks about network topology, hosting, matchmaking, or session-based play such as rooms, parties, and lobbies, not backend features.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "setup-multiplayer-services",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "hierarchy",
      "short_description": "Guides real-time online multiplayer with Unity Multiplayer Services. Use when the user asks about network topology, hosting, matchmaking, or session-based play such as rooms, parties, and lobbies, not backend features."
    },
    "name": "setup-multiplayer-services",
    "plugin_release_skill_id": "pluginrsk_6abe76be8e2481918f40cbac089f5c4d"
  },
  {
    "description": "Adds and configures in-game voice and text chat with Unity Vivox. Use when the user asks about voice chat, microphone permissions, mute controls, proximity voice, team and lobby channels, or direct messages.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "setup-vivox-voice-chat",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "chat",
      "short_description": "Adds and configures in-game voice and text chat with Unity Vivox. Use when the user asks about voice chat, microphone permissions, mute controls, proximity voice, team and lobby channels, or direct messages."
    },
    "name": "setup-vivox-voice-chat",
    "plugin_release_skill_id": "pluginrsk_6abe76b9f17c8191a2767515b21cd050"
  },
  {
    "description": "Generates custom Shader Graph nodes from HLSL code. Use when the user wants a new Shader Graph node or to make existing HLSL work as a reflected function node.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "shader-graph-create-custom-node",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "code",
      "short_description": "Generates custom Shader Graph nodes from HLSL code. Use when the user wants a new Shader Graph node or to make existing HLSL work as a reflected function node."
    },
    "name": "shader-graph-create-custom-node",
    "plugin_release_skill_id": "pluginrsk_6abe76ba296481918c71caea5c76ff3e"
  },
  {
    "description": "Edits Unity sprite rectangles, borders, pivots, outlines, and slicing by generating C# scripts. Use when the user works with sprite sheets or sprite slicing.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "sprite-editor",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "code",
      "short_description": "Edits Unity sprite rectangles, borders, pivots, outlines, and slicing by generating C# scripts. Use when the user works with sprite sheets or sprite slicing."
    },
    "name": "sprite-editor",
    "plugin_release_skill_id": "pluginrsk_6abe76c4726881918c202b35c8ccfcab"
  },
  {
    "description": "Segments a Sprite texture into a 3x3 grid and outputs a pattern of cells matching the center cell's color. Use when the user asks to analyze or document a sprite's structure or color distribution.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "sprite-segment-3x3grid",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "chart",
      "short_description": "Segments a Sprite texture into a 3x3 grid and outputs a pattern of cells matching the center cell's color. Use when the user asks to analyze or document a sprite's structure or color distribution."
    },
    "name": "sprite-segment-3x3grid",
    "plugin_release_skill_id": "pluginrsk_6abe76bc0c1c8191b9766b545c3e55cb"
  },
  {
    "description": "Creates a Tile Palette asset with a rectangular, hexagonal, or isometric Grid layout. Use when the user wants to organize tiles for 2D level design.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "tilemap-palette-create",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "hierarchy",
      "short_description": "Creates a Tile Palette asset with a rectangular, hexagonal, or isometric Grid layout. Use when the user wants to organize tiles for 2D level design."
    },
    "name": "tilemap-palette-create",
    "plugin_release_skill_id": "pluginrsk_6abe76b9c4bc8191a154469a38c783be"
  },
  {
    "description": "Creates an empty RuleTile, HexagonalRuleTile, or IsometricRuleTile asset. Use only when the user wants a blank RuleTile and provides no sprites; with sprites or terrain art, use tilemap-ruletile-createfromsegment.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "tilemap-ruletile-createempty",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "hierarchy",
      "short_description": "Creates an empty RuleTile, HexagonalRuleTile, or IsometricRuleTile asset. Use only when the user wants a blank RuleTile and provides no sprites; with sprites or terrain art, use tilemap-ruletile-createfromsegment."
    },
    "name": "tilemap-ruletile-createempty",
    "plugin_release_skill_id": "pluginrsk_6abe76bc6eec8191aa53724eebdb2296"
  },
  {
    "description": "Creates RuleTiles from existing terrain or edge sprites so tiles auto-tile while painting, and converts sprite-segment-3x3grid output patterns into TilingRules. Use when the user wants sprites to connect correctly or to define tile neighbor rules, and provides sprites as input.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "tilemap-ruletile-createfromsegment",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "code",
      "short_description": "Creates RuleTiles from existing terrain or edge sprites so tiles auto-tile while painting, and converts sprite-segment-3x3grid output patterns into TilingRules. Use when the user wants sprites to connect correctly or to define tile neighbor rules, and provides sprites as input."
    },
    "name": "tilemap-ruletile-createfromsegment",
    "plugin_release_skill_id": "pluginrsk_6abe76c30fd08191aa5381ba62144fb8"
  },
  {
    "description": "Routes Unity UI requests to the right framework skill (UI Toolkit, uGUI, or IMGUI) and answers UI comparison questions. Use for menus, HUDs, panels, or editor UI when the request doesn't name a framework. Consult before writing any UI code.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "ui",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "hierarchy",
      "short_description": "Routes Unity UI requests to the right framework skill (UI Toolkit, uGUI, or IMGUI) and answers UI comparison questions. Use for menus, HUDs, panels, or editor UI when the request doesn't name a framework. Consult before writing any UI code."
    },
    "name": "ui",
    "plugin_release_skill_id": "pluginrsk_6abe76c2688c8191871ffe3d760d8497"
  },
  {
    "description": "Generates and modifies Unity IMGUI editor code such as EditorWindows, custom Inspectors, PropertyDrawers, and OnGUI scripts. Use for IMGUI or OnGUI or maintaining existing IMGUI code.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "ui-imgui",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "code",
      "short_description": "Generates and modifies Unity IMGUI editor code such as EditorWindows, custom Inspectors, PropertyDrawers, and OnGUI scripts. Use for IMGUI or OnGUI or maintaining existing IMGUI code."
    },
    "name": "ui-imgui",
    "plugin_release_skill_id": "pluginrsk_6abe76c244fc819186eb76fe33151297"
  },
  {
    "description": "Understands, edits, and generates Unity uGUI Canvas hierarchies, RectTransforms, Layout Groups, and prefab UI. Use for requests involving Canvas, uGUI, RectTransform, or prefab UI files.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "ui-ugui",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "code",
      "short_description": "Understands, edits, and generates Unity uGUI Canvas hierarchies, RectTransforms, Layout Groups, and prefab UI. Use for requests involving Canvas, uGUI, RectTransform, or prefab UI files."
    },
    "name": "ui-ugui",
    "plugin_release_skill_id": "pluginrsk_6abe76c26a088191a1bef7c34fcc9346"
  },
  {
    "description": "Understands, edits, and generates Unity UI Toolkit UXML and USS with flex layouts. Use for requests involving UI Toolkit, UIElements, UIDocument, PanelSettings, custom elements, or UI runtime binding.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "ui-uitk",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "code",
      "short_description": "Understands, edits, and generates Unity UI Toolkit UXML and USS with flex layouts. Use for requests involving UI Toolkit, UIElements, UIDocument, PanelSettings, custom elements, or UI runtime binding."
    },
    "name": "ui-uitk",
    "plugin_release_skill_id": "pluginrsk_6abe76be0c5881919a886459002622fb"
  },
  {
    "description": "Controls the Unity Editor and projects from the command line, driving a running Editor to edit scenes and assets or run C#. Use when asked to install or manage Editors, licenses, or projects, set up version control, build, test, configure the Unity MCP server, or run any unity command.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "unity-cli",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "code",
      "short_description": "Controls the Unity Editor and projects from the command line, driving a running Editor to edit scenes and assets or run C#. Use when asked to install or manage Editors, licenses, or projects, set up version control, build, test, configure the Unity MCP server, or run any unity command."
    },
    "name": "unity-cli",
    "plugin_release_skill_id": "pluginrsk_6abe76bd101081918aa727fc6ca734bc"
  },
  {
    "description": "Adds, removes, upgrades, and discovers Unity (UPM) packages from outside the Editor. Use for headless or CI package installs, verifying package IDs and versions, or choosing which packages a game needs. The Unity CLI doesn't manage packages.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "unity-package-management",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "code",
      "short_description": "Adds, removes, upgrades, and discovers Unity (UPM) packages from outside the Editor. Use for headless or CI package installs, verifying package IDs and versions, or choosing which packages a game needs. The Unity CLI doesn't manage packages."
    },
    "name": "unity-package-management",
    "plugin_release_skill_id": "pluginrsk_6abe76bb49988191b3c3b8c4c4636e08"
  },
  {
    "description": "Sets up, configures, and debugs URP post-processing with the Volume framework. Use for bloom, tonemapping, color adjustments, depth of field, vignette, or other Volume overrides.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "urp-postprocessing",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "code",
      "short_description": "Sets up, configures, and debugs URP post-processing with the Volume framework. Use for bloom, tonemapping, color adjustments, depth of field, vignette, or other Volume overrides."
    },
    "name": "urp-postprocessing",
    "plugin_release_skill_id": "pluginrsk_6abe76bfa0588191a1ae672d28b7fa1b"
  },
  {
    "description": "Reviews a Unity 6 URP ScriptableRendererFeature that uses the Render Graph API, checking resource wiring, material binding, execution structure, and best practices. Use to validate a renderer feature.",
    "interface": {
      "brand_color": null,
      "default_prompt": null,
      "display_name": "validate-urp-render-graph-renderer-feature",
      "icon_large_url": null,
      "icon_small_url": null,
      "iconography": "code",
      "short_description": "Reviews a Unity 6 URP ScriptableRendererFeature that uses the Render Graph API, checking resource wiring, material binding, execution structure, and best practices. Use to validate a renderer feature."
    },
    "name": "validate-urp-render-graph-renderer-feature",
    "plugin_release_skill_id": "pluginrsk_6abe76c0eb708191a91738b70f2597a9"
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]

changed /release/version

BEFORE
"0.1.6-beta"
AFTER
"0.1.8-beta"
Full snapshot data
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  "discoverability": "LISTED",
  "id": "plugins_6aa1c02597c081918e358d72f65bd772",
  "is_template": false,
  "is_template_instance": false,
  "name": "unity",
  "release": {
    "app_ids": [],
    "app_manifest": null,
    "app_templates": [],
    "description": "Unity's official plugin for Codex, with curated skills for game development, monetization, and performance optimization.",
    "display_name": "Unity",
    "id": "pluginrel_0760f00dee048191b45e2c41133fc720",
    "interface": {
      "brand_color": "#000000",
      "capabilities": [
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      "category": "Developer Tools",
      "composer_icon_dark_url": null,
      "composer_icon_url": "https://files.openai.com/content?id=file_00000000e75c81f683b4db4b54e86ae1",
      "default_prompt": "Set up a tilemap level with rule tiles for my 2D Unity game.",
      "default_prompts": [
        "Set up a tilemap level with rule tiles for my 2D Unity game.",
        "Help me implement in-app purchases and set up ad mediation with LevelPlay.",
        "Set up multiplayer lobbies and networking for my Unity game."
      ],
      "developer_name": "Unity Technologies",
      "logo_url": "https://files.openai.com/content?id=file_000000003fe481f69ea520d79039e7f7",
      "logo_url_dark": null,
      "long_description": "Use Unity curated skills to develop your game, connect monetization, and optimize performance across platforms.",
      "plugin_category_id": "developer tools",
      "privacy_policy_url": "https://unity.com/legal/privacy-policy",
      "screenshot_urls": [],
      "short_description": "Build, monetize, tune games",
      "terms_of_service_url": "https://unity.com/legal/terms-of-service",
      "website_url": "https://unity.com"
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    "mcp_servers": [],
    "onboarding_skill_name": null,
    "requires_local_executor": true,
    "skills": [
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        "interface": {
          "brand_color": null,
          "default_prompt": null,
          "display_name": "2d-pixel-perfect",
          "icon_large_url": null,
          "icon_small_url": null,
          "iconography": "default",
          "short_description": "Sets up, diagnoses, and fixes pixel perfect 2D rendering with PixelPerfectCamera in URP or Built-in. Use when a retro-style or pixel art 2D game looks blurry, jittery, or misaligned. Not for HD 2D or high-resolution art."
        },
        "name": "2d-pixel-perfect",
        "plugin_release_skill_id": "pluginrsk_6abe76bfdc148191808212e12258a109"
      },
      {
        "description": "Imports 3D models and point clouds with Asset Transformer Toolkit (formerly Pixyz), and creates, edits, and runs RuleSets, Actions, and LODs. Use for Pixyz or Asset Transformer imports, RuleSets, or ImporterScriptableObjects. Requires toolkit 4.0+.",
        "interface": {
          "brand_color": null,
          "default_prompt": null,
          "display_name": "asset-transformer-toolkit",
          "icon_large_url": null,
          "icon_small_url": null,
          "iconography": "hierarchy",
          "short_description": "Imports 3D models and point clouds with Asset Transformer Toolkit (formerly Pixyz), and creates, edits, and runs RuleSets, Actions, and LODs. Use for Pixyz or Asset Transformer imports, RuleSets, or ImporterScriptableObjects. Requires toolkit 4.0+."
        },
        "name": "asset-transformer-toolkit",
        "plugin_release_skill_id": "pluginrsk_6abe76c50e648191a43c5fe0abcd3aad"
      },
      {
        "description": "Routes Audio Sources into existing Audio Mixer Groups, classifying each source by what it plays. Use when the user asks about cleaning up mixer assignments, routing audio through a mixer, or which group a sound belongs in.",
        "interface": {
          "brand_color": null,
          "default_prompt": null,
          "display_name": "audio-setup-mixers",
          "icon_large_url": null,
          "icon_small_url": null,
          "iconography": "code",
          "short_description": "Routes Audio Sources into existing Audio Mixer Groups, classifying each source by what it plays. Use when the user asks about cleaning up mixer assignments, routing audio through a mixer, or which group a sound belongs in."
        },
        "name": "audio-setup-mixers",
        "plugin_release_skill_id": "pluginrsk_6abe76c4ef6881918f7542346cd07ec0"
      },
      {
        "description": "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.",
        "interface": {
          "brand_color": null,
          "default_prompt": null,
          "display_name": "build-gtk",
          "icon_large_url": null,
          "icon_small_url": null,
          "iconography": "code",
          "short_description": "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."
        },
        "name": "build-gtk",
        "plugin_release_skill_id": "pluginrsk_6abe76c0acdc81918a8e3bdae429330c"
      },
      {
        "description": "Builds and operates live games with Unity Services. Use when the user asks about backend or live-ops features such as player accounts, cloud save, leaderboards, achievements, progression and battle passes, economies, cloud code, or remote config.",
        "interface": {
          "brand_color": null,
          "default_prompt": null,
          "display_name": "build-live-game",
          "icon_large_url": null,
          "icon_small_url": null,
          "iconography": "code",
          "short_description": "Builds and operates live games with Unity Services. Use when the user asks about backend or live-ops features such as player accounts, cloud save, leaderboards, achievements, progression and battle passes, economies, cloud code, or remote config."
        },
        "name": "build-live-game",
        "plugin_release_skill_id": "pluginrsk_6abe76bb28bc81918612fe072e027b3b"
      },
      {
        "description": "Generates Unity Search queries and opens the Search window to find assets or scene objects. Use when the user asks to find, filter, or list assets, GameObjects, components, or references in the Editor, not on disk.",
        "interface": {
          "brand_color": null,
          "default_prompt": null,
          "display_name": "generate-editor-search-query",
          "icon_large_url": null,
          "icon_small_url": null,
          "iconography": "search",
          "short_description": "Generates Unity Search queries and opens the Search window to find assets or scene objects. Use when the user asks to find, filter, or list assets, GameObjects, components, or references in the Editor, not on disk."
        },
        "name": "generate-editor-search-query",
        "plugin_release_skill_id": "pluginrsk_6abe76c03e608191a724c2240993d145"
      },
      {
        "description": "Implements, configures, and debugs Unity In-App Purchases, including subscriptions, receipt validation, and direct-to-customer payments via Stripe or Coda. Use when asked about real-money purchases or microtransactions, or migrating from native store billing, RevenueCat, Adapty, Essential Kit, or UniPay.",
        "interface": {
          "brand_color": null,
          "default_prompt": null,
          "display_name": "implement-in-app-purchases",
          "icon_large_url": null,
          "icon_small_url": null,
          "iconography": "bolt",
          "short_description": "Implements, configures, and debugs Unity In-App Purchases, including subscriptions, receipt validation, and direct-to-customer payments via Stripe or Coda. Use when asked about real-money purchases or microtransactions, or migrating from native store billing, RevenueCat, Adapty, Essential Kit, or UniPay."
        },
        "name": "implement-in-app-purchases",
        "plugin_release_skill_id": "pluginrsk_6abe76c1e670819181ded95e888a8af8"
      },
      {
        "description": "Sets up and configures Unity AI Navigation, including NavMesh surfaces, agents, obstacles, and links. Use when the user asks about navigation meshes, pathfinding, patrol routes, or obstacle avoidance.",
        "interface": {
          "brand_color": null,
          "default_prompt": null,
          "display_name": "initialize-ai-navigation",
          "icon_large_url": null,
          "icon_small_url": null,
          "iconography": "hierarchy",
          "short_description": "Sets up and configures Unity AI Navigation, including NavMesh surfaces, agents, obstacles, and links. Use when the user asks about navigation meshes, pathfinding, patrol routes, or obstacle avoidance."
        },
        "name": "initialize-ai-navigation",
        "plugin_release_skill_id": "pluginrsk_6abe76bde6e08191bbbc5879193aa2d5"
      },
      {
        "description": "Integrates the LevelPlay ad mediation SDK via the Ads Mediation package. Use when the user asks about adding rewarded, interstitial, or banner ads, mediation or ad privacy setup, Android or iOS ad dependency build failures, or migrating from Unity Ads or IronSource APIs.",
        "interface": {
          "brand_color": null,
          "default_prompt": null,
          "display_name": "levelplay-unity-integration",
          "icon_large_url": null,
          "icon_small_url": null,
          "iconography": "bolt",
          "short_description": "Integrates the LevelPlay ad mediation SDK via the Ads Mediation package. Use when the user asks about adding rewarded, interstitial, or banner ads, mediation or ad privacy setup, Android or iOS ad dependency build failures, or migrating from Unity Ads or IronSource APIs."
        },
        "name": "levelplay-unity-integration",
        "plugin_release_skill_id": "pluginrsk_6abe76c16c4c81919695e937b5b33f2b"
      },
      {
        "description": "Sets up and configures Unity Localization, including locales, String and Asset Tables, and CJK fonts. Use when the user asks to add languages, translate UI text, or mentions i18n or multilingual support.",
        "interface": {
          "brand_color": null,
          "default_prompt": null,
          "display_name": "localization",
          "icon_large_url": null,
          "icon_small_url": null,
          "iconography": "hierarchy",
          "short_description": "Sets up and configures Unity Localization, including locales, String and Asset Tables, and CJK fonts. Use when the user asks to add languages, translate UI text, or mentions i18n or multilingual support."
        },
        "name": "localization",
        "plugin_release_skill_id": "pluginrsk_6abe76c369a8819180bd44e3de172bcb"
      },
      {
        "description": "Manages SpriteAtlas assets through a prebuild pipeline, covering master and variant atlases, packing settings, and platform overrides. Use when asked to create or optimize sprite atlases.",
        "interface": {
          "brand_color": null,
          "default_prompt": null,
          "display_name": "manage-sprite-atlas",
          "icon_large_url": null,
          "icon_small_url": null,
          "iconography": "code",
          "short_description": "Manages SpriteAtlas assets through a prebuild pipeline, covering master and variant atlases, packing settings, and platform overrides. Use when asked to create or optimize sprite atlases."
        },
        "name": "manage-sprite-atlas",
        "plugin_release_skill_id": "pluginrsk_6abe76c3d5448191961ef05f6503f888"
      },
      {
        "description": "Plans, executes, and troubleshoots migration from the Built-in Render Pipeline to URP. Use when asked to convert a project, scene, material, or shader to URP, or to fix visuals broken by the change.",
        "interface": {
          "brand_color": null,
          "default_prompt": null,
          "display_name": "migrate-birp-to-urp",
          "icon_large_url": null,
          "icon_small_url": null,
          "iconography": "code",
          "short_description": "Plans, executes, and troubleshoots migration from the Built-in Render Pipeline to URP. Use when asked to convert a project, scene, material, or shader to URP, or to fix visuals broken by the change."
        },
        "name": "migrate-birp-to-urp",
        "plugin_release_skill_id": "pluginrsk_6abe76c140dc8191899c6b64c5d2ddd5"
      },
      {
        "description": "Guides creating a new Unity project, gathering concept, platforms, and monetization before setting up the project, source control, and packages. Use when the user asks to start a new game or prototype.",
        "interface": {
          "brand_color": null,
          "default_prompt": null,
          "display_name": "new-unity-project",
          "icon_large_url": null,
          "icon_small_url": null,
          "iconography": "code",
          "short_description": "Guides creating a new Unity project, gathering concept, platforms, and monetization before setting up the project, source control, and packages. Use when the user asks to start a new game or prototype."
        },
        "name": "new-unity-project",
        "plugin_release_skill_id": "pluginrsk_6abe76bb05b48191b9d48690986b37e1"
      },
      {
        "description": "Optimizes audio memory, CPU cost, and playback quality through import settings and mixer configuration. Use when asked to reduce audio memory or Audio Mixer CPU cost, change clip Load Types, sample rates or codecs, or force 3D audio to mono.",
        "interface": {
          "brand_color": null,
          "default_prompt": null,
          "display_name": "optimize-audio",
          "icon_large_url": null,
          "icon_small_url": null,
          "iconography": "bolt",
          "short_description": "Optimizes audio memory, CPU cost, and playback quality through import settings and mixer configuration. Use when asked to reduce audio memory or Audio Mixer CPU cost, change clip Load Types, sample rates or codecs, or force 3D audio to mono."
        },
        "name": "optimize-audio",
        "plugin_release_skill_id": "pluginrsk_6abe76bfb24c81918af5b1434701d61c"
      },
      {
        "description": "Optimizes TextMeshPro rendering, memory, and font setup, including font asset stacks, fallback atlases, SDF quality, and worldspace text. Use when the user asks about TMP fonts, CJK or multilingual text, or text performance.",
        "interface": {
          "brand_color": null,
          "default_prompt": null,
          "display_name": "optimize-text-mesh-pro",
          "icon_large_url": null,
          "icon_small_url": null,
          "iconography": "code",
          "short_description": "Optimizes TextMeshPro rendering, memory, and font setup, including font asset stacks, fallback atlases, SDF quality, and worldspace text. Use when the user asks about TMP fonts, CJK or multilingual text, or text performance."
        },
        "name": "optimize-text-mesh-pro",
        "plugin_release_skill_id": "pluginrsk_6abe76b9c3408191bd2563c2fff3b319"
      },
      {
        "description": "Optimizes Unity WebGL and WebGPU builds for smaller downloads and faster load. Use when a web build is too large or stutters, or the user asks about compression, stripping, shader variants, or web profiling.",
        "interface": {
          "brand_color": null,
          "default_prompt": null,
          "display_name": "optimize-web",
          "icon_large_url": null,
          "icon_small_url": null,
          "iconography": "bolt",
          "short_description": "Optimizes Unity WebGL and WebGPU builds for smaller downloads and faster load. Use when a web build is too large or stutters, or the user asks about compression, stripping, shader variants, or web profiling."
        },
        "name": "optimize-web",
        "plugin_release_skill_id": "pluginrsk_6abe76bad8708191b66b58042c06b08d"
      },
      {
        "description": "Diagnoses 3D PhysX collision and trigger problems. Use when OnCollisionEnter or OnTriggerEnter doesn't fire, objects pass through each other, raycasts miss, or a MeshCollider misbehaves. Also answers 2D and DOTS physics best-effort if no dedicated skill is available.",
        "interface": {
          "brand_color": null,
          "default_prompt": null,
          "display_name": "physics-3d-collision",
          "icon_large_url": null,
          "icon_small_url": null,
          "iconography": "code",
          "short_description": "Diagnoses 3D PhysX collision and trigger problems. Use when OnCollisionEnter or OnTriggerEnter doesn't fire, objects pass through each other, raycasts miss, or a MeshCollider misbehaves. Also answers 2D and DOTS physics best-effort if no dedicated skill is available."
        },
        "name": "physics-3d-collision",
        "plugin_release_skill_id": "pluginrsk_6abe76bc9aac819188d7686b9cd38ad8"
      },
      {
        "description": "Guides real-time online multiplayer with Unity Multiplayer Services. Use when the user asks about network topology, hosting, matchmaking, or session-based play such as rooms, parties, and lobbies, not backend features.",
        "interface": {
          "brand_color": null,
          "default_prompt": null,
          "display_name": "setup-multiplayer-services",
          "icon_large_url": null,
          "icon_small_url": null,
          "iconography": "hierarchy",
          "short_description": "Guides real-time online multiplayer with Unity Multiplayer Services. Use when the user asks about network topology, hosting, matchmaking, or session-based play such as rooms, parties, and lobbies, not backend features."
        },
        "name": "setup-multiplayer-services",
        "plugin_release_skill_id": "pluginrsk_6abe76be8e2481918f40cbac089f5c4d"
      },
      {
        "description": "Adds and configures in-game voice and text chat with Unity Vivox. Use when the user asks about voice chat, microphone permissions, mute controls, proximity voice, team and lobby channels, or direct messages.",
        "interface": {
          "brand_color": null,
          "default_prompt": null,
          "display_name": "setup-vivox-voice-chat",
          "icon_large_url": null,
          "icon_small_url": null,
          "iconography": "chat",
          "short_description": "Adds and configures in-game voice and text chat with Unity Vivox. Use when the user asks about voice chat, microphone permissions, mute controls, proximity voice, team and lobby channels, or direct messages."
        },
        "name": "setup-vivox-voice-chat",
        "plugin_release_skill_id": "pluginrsk_6abe76b9f17c8191a2767515b21cd050"
      },
      {
        "description": "Generates custom Shader Graph nodes from HLSL code. Use when the user wants a new Shader Graph node or to make existing HLSL work as a reflected function node.",
        "interface": {
          "brand_color": null,
          "default_prompt": null,
          "display_name": "shader-graph-create-custom-node",
          "icon_large_url": null,
          "icon_small_url": null,
          "iconography": "code",
          "short_description": "Generates custom Shader Graph nodes from HLSL code. Use when the user wants a new Shader Graph node or to make existing HLSL work as a reflected function node."
        },
        "name": "shader-graph-create-custom-node",
        "plugin_release_skill_id": "pluginrsk_6abe76ba296481918c71caea5c76ff3e"
      },
      {
        "description": "Edits Unity sprite rectangles, borders, pivots, outlines, and slicing by generating C# scripts. Use when the user works with sprite sheets or sprite slicing.",
        "interface": {
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          "default_prompt": null,
          "display_name": "sprite-editor",
          "icon_large_url": null,
          "icon_small_url": null,
          "iconography": "code",
          "short_description": "Edits Unity sprite rectangles, borders, pivots, outlines, and slicing by generating C# scripts. Use when the user works with sprite sheets or sprite slicing."
        },
        "name": "sprite-editor",
        "plugin_release_skill_id": "pluginrsk_6abe76c4726881918c202b35c8ccfcab"
      },
      {
        "description": "Segments a Sprite texture into a 3x3 grid and outputs a pattern of cells matching the center cell's color. Use when the user asks to analyze or document a sprite's structure or color distribution.",
        "interface": {
          "brand_color": null,
          "default_prompt": null,
          "display_name": "sprite-segment-3x3grid",
          "icon_large_url": null,
          "icon_small_url": null,
          "iconography": "chart",
          "short_description": "Segments a Sprite texture into a 3x3 grid and outputs a pattern of cells matching the center cell's color. Use when the user asks to analyze or document a sprite's structure or color distribution."
        },
        "name": "sprite-segment-3x3grid",
        "plugin_release_skill_id": "pluginrsk_6abe76bc0c1c8191b9766b545c3e55cb"
      },
      {
        "description": "Creates a Tile Palette asset with a rectangular, hexagonal, or isometric Grid layout. Use when the user wants to organize tiles for 2D level design.",
        "interface": {
          "brand_color": null,
          "default_prompt": null,
          "display_name": "tilemap-palette-create",
          "icon_large_url": null,
          "icon_small_url": null,
          "iconography": "hierarchy",
          "short_description": "Creates a Tile Palette asset with a rectangular, hexagonal, or isometric Grid layout. Use when the user wants to organize tiles for 2D level design."
        },
        "name": "tilemap-palette-create",
        "plugin_release_skill_id": "pluginrsk_6abe76b9c4bc8191a154469a38c783be"
      },
      {
        "description": "Creates an empty RuleTile, HexagonalRuleTile, or IsometricRuleTile asset. Use only when the user wants a blank RuleTile and provides no sprites; with sprites or terrain art, use tilemap-ruletile-createfromsegment.",
        "interface": {
          "brand_color": null,
          "default_prompt": null,
          "display_name": "tilemap-ruletile-createempty",
          "icon_large_url": null,
          "icon_small_url": null,
          "iconography": "hierarchy",
          "short_description": "Creates an empty RuleTile, HexagonalRuleTile, or IsometricRuleTile asset. Use only when the user wants a blank RuleTile and provides no sprites; with sprites or terrain art, use tilemap-ruletile-createfromsegment."
        },
        "name": "tilemap-ruletile-createempty",
        "plugin_release_skill_id": "pluginrsk_6abe76bc6eec8191aa53724eebdb2296"
      },
      {
        "description": "Creates RuleTiles from existing terrain or edge sprites so tiles auto-tile while painting, and converts sprite-segment-3x3grid output patterns into TilingRules. Use when the user wants sprites to connect correctly or to define tile neighbor rules, and provides sprites as input.",
        "interface": {
          "brand_color": null,
          "default_prompt": null,
          "display_name": "tilemap-ruletile-createfromsegment",
          "icon_large_url": null,
          "icon_small_url": null,
          "iconography": "code",
          "short_description": "Creates RuleTiles from existing terrain or edge sprites so tiles auto-tile while painting, and converts sprite-segment-3x3grid output patterns into TilingRules. Use when the user wants sprites to connect correctly or to define tile neighbor rules, and provides sprites as input."
        },
        "name": "tilemap-ruletile-createfromsegment",
        "plugin_release_skill_id": "pluginrsk_6abe76c30fd08191aa5381ba62144fb8"
      },
      {
        "description": "Routes Unity UI requests to the right framework skill (UI Toolkit, uGUI, or IMGUI) and answers UI comparison questions. Use for menus, HUDs, panels, or editor UI when the request doesn't name a framework. Consult before writing any UI code.",
        "interface": {
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          "display_name": "ui",
          "icon_large_url": null,
          "icon_small_url": null,
          "iconography": "hierarchy",
          "short_description": "Routes Unity UI requests to the right framework skill (UI Toolkit, uGUI, or IMGUI) and answers UI comparison questions. Use for menus, HUDs, panels, or editor UI when the request doesn't name a framework. Consult before writing any UI code."
        },
        "name": "ui",
        "plugin_release_skill_id": "pluginrsk_6abe76c2688c8191871ffe3d760d8497"
      },
      {
        "description": "Generates and modifies Unity IMGUI editor code such as EditorWindows, custom Inspectors, PropertyDrawers, and OnGUI scripts. Use for IMGUI or OnGUI or maintaining existing IMGUI code.",
        "interface": {
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          "display_name": "ui-imgui",
          "icon_large_url": null,
          "icon_small_url": null,
          "iconography": "code",
          "short_description": "Generates and modifies Unity IMGUI editor code such as EditorWindows, custom Inspectors, PropertyDrawers, and OnGUI scripts. Use for IMGUI or OnGUI or maintaining existing IMGUI code."
        },
        "name": "ui-imgui",
        "plugin_release_skill_id": "pluginrsk_6abe76c244fc819186eb76fe33151297"
      },
      {
        "description": "Understands, edits, and generates Unity uGUI Canvas hierarchies, RectTransforms, Layout Groups, and prefab UI. Use for requests involving Canvas, uGUI, RectTransform, or prefab UI files.",
        "interface": {
          "brand_color": null,
          "default_prompt": null,
          "display_name": "ui-ugui",
          "icon_large_url": null,
          "icon_small_url": null,
          "iconography": "code",
          "short_description": "Understands, edits, and generates Unity uGUI Canvas hierarchies, RectTransforms, Layout Groups, and prefab UI. Use for requests involving Canvas, uGUI, RectTransform, or prefab UI files."
        },
        "name": "ui-ugui",
        "plugin_release_skill_id": "pluginrsk_6abe76c26a088191a1bef7c34fcc9346"
      },
      {
        "description": "Understands, edits, and generates Unity UI Toolkit UXML and USS with flex layouts. Use for requests involving UI Toolkit, UIElements, UIDocument, PanelSettings, custom elements, or UI runtime binding.",
        "interface": {
          "brand_color": null,
          "default_prompt": null,
          "display_name": "ui-uitk",
          "icon_large_url": null,
          "icon_small_url": null,
          "iconography": "code",
          "short_description": "Understands, edits, and generates Unity UI Toolkit UXML and USS with flex layouts. Use for requests involving UI Toolkit, UIElements, UIDocument, PanelSettings, custom elements, or UI runtime binding."
        },
        "name": "ui-uitk",
        "plugin_release_skill_id": "pluginrsk_6abe76be0c5881919a886459002622fb"
      },
      {
        "description": "Controls the Unity Editor and projects from the command line, driving a running Editor to edit scenes and assets or run C#. Use when asked to install or manage Editors, licenses, or projects, set up version control, build, test, configure the Unity MCP server, or run any unity command.",
        "interface": {
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          "default_prompt": null,
          "display_name": "unity-cli",
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          "icon_small_url": null,
          "iconography": "code",
          "short_description": "Controls the Unity Editor and projects from the command line, driving a running Editor to edit scenes and assets or run C#. Use when asked to install or manage Editors, licenses, or projects, set up version control, build, test, configure the Unity MCP server, or run any unity command."
        },
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        "description": "Adds, removes, upgrades, and discovers Unity (UPM) packages from outside the Editor. Use for headless or CI package installs, verifying package IDs and versions, or choosing which packages a game needs. The Unity CLI doesn't manage packages.",
        "interface": {
          "brand_color": null,
          "default_prompt": null,
          "display_name": "unity-package-management",
          "icon_large_url": null,
          "icon_small_url": null,
          "iconography": "code",
          "short_description": "Adds, removes, upgrades, and discovers Unity (UPM) packages from outside the Editor. Use for headless or CI package installs, verifying package IDs and versions, or choosing which packages a game needs. The Unity CLI doesn't manage packages."
        },
        "name": "unity-package-management",
        "plugin_release_skill_id": "pluginrsk_6abe76bb49988191b3c3b8c4c4636e08"
      },
      {
        "description": "Sets up, configures, and debugs URP post-processing with the Volume framework. Use for bloom, tonemapping, color adjustments, depth of field, vignette, or other Volume overrides.",
        "interface": {
          "brand_color": null,
          "default_prompt": null,
          "display_name": "urp-postprocessing",
          "icon_large_url": null,
          "icon_small_url": null,
          "iconography": "code",
          "short_description": "Sets up, configures, and debugs URP post-processing with the Volume framework. Use for bloom, tonemapping, color adjustments, depth of field, vignette, or other Volume overrides."
        },
        "name": "urp-postprocessing",
        "plugin_release_skill_id": "pluginrsk_6abe76bfa0588191a1ae672d28b7fa1b"
      },
      {
        "description": "Reviews a Unity 6 URP ScriptableRendererFeature that uses the Render Graph API, checking resource wiring, material binding, execution structure, and best practices. Use to validate a renderer feature.",
        "interface": {
          "brand_color": null,
          "default_prompt": null,
          "display_name": "validate-urp-render-graph-renderer-feature",
          "icon_large_url": null,
          "icon_small_url": null,
          "iconography": "code",
          "short_description": "Reviews a Unity 6 URP ScriptableRendererFeature that uses the Render Graph API, checking resource wiring, material binding, execution structure, and best practices. Use to validate a renderer feature."
        },
        "name": "validate-urp-render-graph-renderer-feature",
        "plugin_release_skill_id": "pluginrsk_6abe76c0eb708191a91738b70f2597a9"
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SHA-256 of public snapshot: 58300c86ed53ef1cedd7c492ce9258a1a08c271820d141c6ae755be41c343ac8