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

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WHAT CHANGED

Instructions updated for tilemap-ruletile-createempty

Full description — Now says: RuleTile, HexagonalRuleTile, or IsometricRuleTile asset. Use only when the user wants a blank RuleTile and provides no sprites; with sprites or terrain art,...

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

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Full description

Before

Sep 30, 2026 · 23:16 UTC

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 mention...

After

Oct 24, 2026 · 13:03 UTC

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.

Skill instructions

Before

Sep 30, 2026 · 23:16 UTC

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 mention...

After

Oct 24, 2026 · 13:03 UTC

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.

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SKILL.md text changes

− removed · + added

--- before
+++ after
@@ -1,6 +1,6 @@
 ---
 name: tilemap-ruletile-createempty
-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.
+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.
 required_packages:
   com.unity.2d.tilemap: ">=1.0.0"
   com.unity.2d.tilemap.extras: ">=4.0.0"
Full technical diff · 2 changed fields

changed /description

BEFORE
"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."
AFTER
"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."

changed /skill_md_contents

BEFORE
"---\nname: tilemap-ruletile-createempty\ndescription: 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.\nrequired_packages:\n  com.unity.2d.tilemap: \">=1.0.0\"\n  com.unity.2d.tilemap.extras: \">=4.0.0\"\n---\n\n# Tilemap RuleTile Create Empty\n\n## Workflow\n\n### Step 1: Verify No Sprite Inputs\n**WAIT** - Confirm that no Sprites or Spritesheets were specified by the user. This skill is only for empty RuleTiles. If there are Sprites or Spritesheets specified by the user, use the tilemap-ruletile-createfromsegment skill instead.\n\n### Step 2: Determine RuleTile Type\nIdentify which RuleTile type to create based on user request:\n- **RuleTile**: Standard rectangular grid\n- **HexagonalRuleTile**: Hexagonal grid layout\n- **IsometricRuleTile**: Isometric grid layout\n\n### Step 3: Create Empty TilingRules\nFor each TilingRule, ensure the Sprite array has one `null` entry.\n\n## Branching Logic (RuleTile Types)\n\n### Path A: RuleTile\n- Use template from `resources/ruletile.md`.\n\n### Path B: HexagonalRuleTile\n- Use template from `resources/hexagonalruletile.md`.\n\n### Path C: IsometricRuleTile\n- Create empty rules with appropriate neighbor positions for isometric layout.\n\n## Important Notes\n\n- **TilingRuleOutput.Neighbor.This**: Use to identify RuleTiles that are the same (matching neighbors).\n- **TilingRuleOutput.Neighbor.NotThis**: Do NOT use unless explicitly specified by the user to ignore a Tile at a certain position."
AFTER
"---\nname: tilemap-ruletile-createempty\ndescription: 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.\nrequired_packages:\n  com.unity.2d.tilemap: \">=1.0.0\"\n  com.unity.2d.tilemap.extras: \">=4.0.0\"\n---\n\n# Tilemap RuleTile Create Empty\n\n## Workflow\n\n### Step 1: Verify No Sprite Inputs\n**WAIT** - Confirm that no Sprites or Spritesheets were specified by the user. This skill is only for empty RuleTiles. If there are Sprites or Spritesheets specified by the user, use the tilemap-ruletile-createfromsegment skill instead.\n\n### Step 2: Determine RuleTile Type\nIdentify which RuleTile type to create based on user request:\n- **RuleTile**: Standard rectangular grid\n- **HexagonalRuleTile**: Hexagonal grid layout\n- **IsometricRuleTile**: Isometric grid layout\n\n### Step 3: Create Empty TilingRules\nFor each TilingRule, ensure the Sprite array has one `null` entry.\n\n## Branching Logic (RuleTile Types)\n\n### Path A: RuleTile\n- Use template from `resources/ruletile.md`.\n\n### Path B: HexagonalRuleTile\n- Use template from `resources/hexagonalruletile.md`.\n\n### Path C: IsometricRuleTile\n- Create empty rules with appropriate neighbor positions for isometric layout.\n\n## Important Notes\n\n- **TilingRuleOutput.Neighbor.This**: Use to identify RuleTiles that are the same (matching neighbors).\n- **TilingRuleOutput.Neighbor.NotThis**: Do NOT use unless explicitly specified by the user to ignore a Tile at a certain position."
Full snapshot data
{
  "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.",
  "included_files": [
    {
      "relative_path": "resources/hexagonalruletile.md",
      "size_in_bytes": 4628
    },
    {
      "relative_path": "resources/ruletile.md",
      "size_in_bytes": 9547
    }
  ],
  "name": "tilemap-ruletile-createempty",
  "skill_md_contents": "---\nname: tilemap-ruletile-createempty\ndescription: 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.\nrequired_packages:\n  com.unity.2d.tilemap: \">=1.0.0\"\n  com.unity.2d.tilemap.extras: \">=4.0.0\"\n---\n\n# Tilemap RuleTile Create Empty\n\n## Workflow\n\n### Step 1: Verify No Sprite Inputs\n**WAIT** - Confirm that no Sprites or Spritesheets were specified by the user. This skill is only for empty RuleTiles. If there are Sprites or Spritesheets specified by the user, use the tilemap-ruletile-createfromsegment skill instead.\n\n### Step 2: Determine RuleTile Type\nIdentify which RuleTile type to create based on user request:\n- **RuleTile**: Standard rectangular grid\n- **HexagonalRuleTile**: Hexagonal grid layout\n- **IsometricRuleTile**: Isometric grid layout\n\n### Step 3: Create Empty TilingRules\nFor each TilingRule, ensure the Sprite array has one `null` entry.\n\n## Branching Logic (RuleTile Types)\n\n### Path A: RuleTile\n- Use template from `resources/ruletile.md`.\n\n### Path B: HexagonalRuleTile\n- Use template from `resources/hexagonalruletile.md`.\n\n### Path C: IsometricRuleTile\n- Create empty rules with appropriate neighbor positions for isometric layout.\n\n## Important Notes\n\n- **TilingRuleOutput.Neighbor.This**: Use to identify RuleTiles that are the same (matching neighbors).\n- **TilingRuleOutput.Neighbor.NotThis**: Do NOT use unless explicitly specified by the user to ignore a Tile at a certain position."
}

SHA-256 of public snapshot: 71901bdcf7ada444cf688da40c5a8a7aa48b5fa7a36f32b5437511532a77aa96