unity-yaml-editing

unity-yaml-editing is a skill for Claude Code, Codex from Besty0728/Unity-Skills. It costs 17 tokens per session (1,883 once invoked), scanned A, original, MIT.

Guidance for manually editing Unity's YAML files, which store scenes, assets, and other project data. It covers broken references, .meta files, and merge conflicts when normal Unity tools cannot make the change.

In plain words
What is it for?
Use it to repair script GUIDs, fileID references, .meta files, or Unity YAML merge conflicts.
Why use it?
It helps avoid corrupting serialized Unity data when a direct text edit is unavoidable.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to repair script GUIDs, fileID references, .meta files, or Unity…

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Install with agentmods
npx agentmods add skills/besty0728/unity-skills/yaml-editing
About the project

UnitySkills is a REST API-based automation engine that lets AI coding agents control Unity Editor projects, including scenes and other editor operations. It is for developers using Unity with supported coding agents and IDEs. The catalogue skills and commands provide the agent workflows used to operate Unity projects through the engine.

Besty0728/Unity-Skills · 1,711 stars · on GitHub · micostar.cc

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add Besty0728/Unity-Skills --skill yaml-editing
Clone the repo
git clone --depth 1 https://github.com/Besty0728/Unity-Skills

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for unity-yaml-editing

README.md
[![agentmods](https://agentmods.dev/badge/skills/besty0728/unity-skills/yaml-editing.svg)](https://agentmods.dev/skills/besty0728/unity-skills/yaml-editing)
Your own site
<a href="https://agentmods.dev/skills/besty0728/unity-skills/yaml-editing"><img src="https://agentmods.dev/badge/skills/besty0728/unity-skills/yaml-editing.svg" alt="Measured on agentmods" height="20"></a>
Per session 17 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,883 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00017 $0.01883
Opus 5 $0.00009 $0.00941
Sonnet 5 $0.00003 $0.00377
Haiku 4.5 $0.00002 $0.00188

Measured 3d ago against content hash 51cca76cdef7, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

unity-yaml-editing scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 3d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

SkillsForUnity/unity-skills~/skills/yaml-editing/SKILL.md · 97 lines

How it starts

The opening of the file, as written. The whole thing — 97 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.

Triggers

  • Hand-editing YAML when REST cannot reach
  • Fixing m_Script GUIDs or broken fileID references
  • Fixing .meta files or merge conflicts
  • REST 无法触达时手编 YAML、修复 m_Script GUID 或断裂 fileID 引用、修复 .meta 文件或合并冲突

YAML Editing - Safe Hand-Edit Rules

Advisory module. This is operational guidance for directly editing Unity serialized YAML text when the REST skills (and the Editor itself) cannot do the job. Hand-editing YAML is the last resort, not a shortcut.

Mode: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).

When To Load / When NOT

Prefer REST first. For normal object/asset work, use the REST skills — they keep serialization valid for you:

  • GameObjects / components → gameobject_*
  • Prefabs → prefab_*
  • ScriptableObjects → scriptableobject_*
  • Scenes → scene_*
  • Importers → importer_*
  • Graphics / rendering → graphics_*

Only hand-edit YAML when REST cannot reach, i.e. one of:

  1. Compile failure — a script fails to compile, so the Editor cannot deserialize the component. Editor/REST APIs are unavailable; the only level left is the YAML text.
  2. .meta files — no REST skill touches .meta; GUID and importer fields live only in text.
  3. Hidden ProjectSettings fields — many ProjectSettings/*.asset fields have no public API or REST surface.
  4. Merge conflicts — REST runs sequentially and cannot perform a 3-way merge of .unity / .prefab.

If none of these apply, stop and use REST. Do not hand-edit YAML for convenience.

Core Concepts

  • Object block / anchor: every serialized object is a block headed by --- !u!<classID> &<fileID>. <classID> is the Unity type id (e.g. 1 = GameObject, 4 = Transform, 114 = MonoBehaviour). <fileID> is the object's anchor, unique within this file.
  • GUID vs fileID:
    • GUID = asset-level identity, a 32-char hex string, stored in the asset's .meta. Identifies the whole asset (a script, prefab, texture, ...).
    • fileID = sub-object identity inside a file (a specific component, the specific MonoBehaviour script class, ...).
  • Serialized reference: a cross-object/asset reference is {fileID: N, guid: H, type: T}. guid is omitted for same-file references ({fileID: N}).
  • m_Script: a MonoBehaviour points at its script via m_Script: {fileID: 11500000, guid: <scriptGUID>, type: 3}. fileID: 11500000 is the conventional MonoScript fileID; guid is the .cs file's GUID from its .meta; type: 3 means the reference targets an asset on disk. A wrong guid/fileID here is exactly what produces a "missing script / missing component".

Read the full file on GitHub · 97 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 3d ago First seen · 97 lines · 17 tokens per session scan A 51cca76cdef7

Subscribe to this mod's changes

unity-yaml-editing is a skill published in the GitHub repository Besty0728/Unity-Skills (1,711 stars, last pushed yesterday), licensed MIT. It adds 17 tokens to every session and 1,883 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.