Atlas / Skills / besty0728 / Yooasset Design

Yooasset DesignSAFE

skills/besty0728/yooasset-design

AI automation skills specifically designed for Unity

Verdict
SAFE
Grade
B
Trust score
89 /100
Version
—
Hosts
—
License
MIT
Stars
1,823
01

Overview

AI automation skills specifically designed for Unity

Read from source at commit 7635012e8e68OBSERVED · 2026-10-10
02

What it tells the agent

The instruction file, verbatim from the audited commit — this is the text the model reads, and the surface the audit's instruction layer examines. Quoted here so you can judge it without cloning anything.

---
name: unity-yooasset-design
description: Source-anchored design rules for YooAsset v2.3.18
---

> **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
- Writing or reviewing YooAsset code
- Initializing packages
- Loading assets via handles
- Setting up hot-update/download
- Choosing a play mode
- 编写或审查 YooAsset 代码、初始化 package、用句柄加载资源、配置热更/下载、选择运行模式

# YooAsset - Design Rules

Advisory module. Every rule is distilled from YooAsset **v2.3.18** (2025-12-04) source at `Assets/YooAsset/`. Each rule cites a concrete file/line so the reasoning is auditable and the AI does not improvise against stale memory.

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

## When to Load This Module

Load before writing or reviewing any of:

- `YooAssets.Initialize()` / `CreatePackage()` / `Destroy()` bootstrap code
- default package shortcuts: `YooAssets.SetDefaultPackage(...)`, `YooAssets.LoadAssetAsync(...)`, `YooAssets.CreateResourceDownloader(...)`
- `ResourcePackage.InitializeAsync(...)` with any of the 5 `EPlayMode` variants
- `LoadAssetSync/Async`, `LoadSubAssetsAsync`, `LoadAllAssetsAsync`, `LoadRawFileAsync`, `LoadSceneAsync` and their matching `Handle` usage / release
- Patch flow: `RequestPackageVersionAsync → UpdatePackageManifestAsync → CreateResourceDownloader → BeginDownload`
- `FileSystemParameters` construction (Buildin / Cache / Editor / WebServer / WebRemote / custom)
- `IDecryptionServices` / `IRemoteServices` / `IWebDecryptionServices` implementations
- Editor-side `AssetBundleBuilder.Run(...)` and `AssetBundleCollector` configuration
- Any code branching on `EOperationStatus` / `EFileClearMode` / `PackageDetails`

## Critical Rule Summary (memorize even if you skip the sub-docs)

| # | Rule | Source anchor |
|---|------|---------------|
| 1 | Call `YooAssets.Initialize()` before any `CreatePackage()` and keep it as a process-level singleton. A second call only logs a warning and returns, but normal architecture should gate it with `YooAssets.Initialized`. The call creates a `[{nameof(YooAssets)}]` driver GameObject via `DontDestroyOnLoad` to pump `OperationSystem.Update()`. Do not `Destroy` this driver yourself. | `Runtime/YooAssets.cs:38-64` |
| 2 | `ResourcePackage.InitializeAsync(...)` has no separate `EPlayMode` argument: it infers play mode from the concrete `InitializeParameters` subclass. The five built-in subclasses map 1:1 to the five modes; an unknown subclass throws `NotImplementedException`, while a recognized but semantically wrong subclass wires the wrong file-system topology and fails later. | `Runtime/ResourcePackage/ResourcePackage.cs:107-135, 170-181`, `Runtime/InitializeParameters.cs:8-110` |
| 3 | `EditorSimulateMode` works only when `UNITY_EDITOR` is defined; `WebPlayMode` works only when `UNITY_WEBGL` is defined (and every other mode is rejected on WebGL). | `Runtime/ResourcePackage/ResourcePackage.cs:160-197` |
| 4 | Every `AssetHandle` / `SubAssetsHandle` / `AllAssetsHandle` / `RawFileHandle` / `SceneHandle` **must** be released via `Release()` or `Dispose()`. Without release, bundles never unload even with `AutoUnloadBundleWhenUnused = true`. | `Runtime/ResourceManager/Handle/HandleBase.cs:21-40`, `Runtime/InitializeParameters.cs:48-49` |
| 5 | `LoadAssetSync/Async` performs a DEBUG-only type guard that rejects any `Type` derived from `UnityEngine.Behaviour` and any type not derived from `UnityEngine.Object`. Treat the restriction as architectural even though the guard is compiled out of non-DEBUG builds. | `Runtime/ResourcePackage/ResourcePackage.cs:1172-1187` |
| 6 | YooAsset 2.3.18 includes default-package static shortcuts on `YooAssets` (`SetDefaultPackage`, `Load*`, `CreateResourceDownloader`, etc.). They are valid API, but architecture should prefer explicit `ResourcePackage` references in multi-package or library code. | `Runtime/YooAssetsExtension.cs:16, 217-295, 479-506` |
| 7 | `RequestPackageVersionAsync()` returns `RequestPackageVersionOperation` (exposes `.PackageVersion`). There is **no** `UpdatePackageVersionOperation` class in 2.3.18 — if you think you remember one, you are confusing it with the older name. | `Runtime/ResourcePackage/ResourcePackage.cs:225-231` |
| 8 | Before `UpdatePackageManifestAsync`, call `UnloadAllAssetsAsync()`; YooAsset logs a warning when loaders are still alive. | `Runtime/ResourcePackage/ResourcePackage.cs:242-247` |
| 9 | Downloader callbacks (`DownloadFinishCallback` / `DownloadUpdateCallback` / `DownloadErrorCallback` / `DownloadFileBeginCallback`) must be assigned **before** `BeginDownload()`. They are delegate fields, not events — only one subscriber per slot. | `Runtime/DownloadSystem` + `Runtime/ResourcePackage/Operation/DownloaderOperation.cs:86-101, 330-336` |
| 10 | `ResourcePackage.DestroyAsync()` must run before `YooAssets.RemovePackage()`. `RemovePackage` refuses when `InitializeStatus != EOperationStatus.None`. | `Runtime/YooAssets.cs:177-190`, `Runtime/ResourcePackage/ResourcePackage.cs:210-218` |
| 11 | The patch flow is strictly ordered: `InitializeAsync → RequestPackageVersionAsync → UpdatePackageManifestAsync(version) → CreateResourceDownloader → BeginDownload`. Jumping ahead (e.g. loading assets between version and manifest) is unsupported. | `Runtime/ResourcePackage/ResourcePackage.cs:225, 238, 972`, `Samples~/Space Shooter/.../PatchLogic/FsmNode/Fsm*.cs` |

## Sub-doc Routing

| Sub-doc | When to read |
|---------|--------------|
| [INIT.md](./INIT.md) | `Initialize` / `Destroy` / `CreatePackage` / `TryGetPackage` / `RemovePackage`; single driver GameObject; `OperationSystem` loop |
| [PLAYMODE.md](./PLAYMODE.md) | All 5 `EPlayMode
03

Trust audit

SAFEgrade B · trust 89/100 Nothing in the source contradicts what it says it does. Grade A is reserved for packages that have also passed the behavioural sandbox.

LayerWhat it checksResult
L0Provenance & inventoryPASS
L1Static analysis of the codeNA
L2Instruction surface (what it tells the agent)PASS
L3Class-specific surfacePASS
L4Behavioural (sandbox)SKIPPED

What the source does

Filesystem
none-observed
Network
none-observed
Shell
none-observed
Dependencies
pinned
Secrets in source
none-found

Findings (0)

No findings outside the package's declared scope.

Gates applied: no_behavioural_pass.

Audited 2026-10-10 · audit v0.4.1 · source sha 7635012e8e68full audit observations/trust-audit/skill/besty0728__yooasset-design.json · Report an issue / request a re-scan
04

Audit history

Every audit this skill has had.

DateSourceVerdictGradeScoreChange
2026-10-107635012e8e68SAFEB89first audit
05

Questions

What does the Yooasset Design skill do?

AI automation skills specifically designed for Unity

Is Yooasset Design safe to install?

The audit found nothing in the source that contradicts what it says it does, and graded it B (89/100). Grade A is held back for packages that have also passed a sandboxed behavioural run, which is why a clean skill reads B.

What can Yooasset Design access on my machine?

The audit observed no filesystem, network or shell use at all in its source.

How current is this page?

The grade is for one exact copy of the source (7635012e8e68), read on 2026-10-10. The repository is watched, and a new audit runs when it changes — this is the first audit.

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