nccgs 1.0.0

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  1. package/.claude/agents/nccgs-accessibility-specialist.md +26 -0
  2. package/.claude/agents/nccgs-adversarial-reviewer.md +26 -0
  3. package/.claude/agents/nccgs-ai-programmer.md +26 -0
  4. package/.claude/agents/nccgs-analytics-engineer.md +26 -0
  5. package/.claude/agents/nccgs-art-direction-lead.md +26 -0
  6. package/.claude/agents/nccgs-audio-direction-lead.md +26 -0
  7. package/.claude/agents/nccgs-creative-director.md +26 -0
  8. package/.claude/agents/nccgs-documentation-manager.md +26 -0
  9. package/.claude/agents/nccgs-economy-designer.md +26 -0
  10. package/.claude/agents/nccgs-engine-programmer.md +26 -0
  11. package/.claude/agents/nccgs-game-design-lead.md +26 -0
  12. package/.claude/agents/nccgs-game-designer.md +26 -0
  13. package/.claude/agents/nccgs-gameplay-programmer.md +26 -0
  14. package/.claude/agents/nccgs-level-designer.md +26 -0
  15. package/.claude/agents/nccgs-live-ops-designer.md +26 -0
  16. package/.claude/agents/nccgs-localization-lead.md +26 -0
  17. package/.claude/agents/nccgs-narrative-lead.md +26 -0
  18. package/.claude/agents/nccgs-network-programmer.md +26 -0
  19. package/.claude/agents/nccgs-performance-analyst.md +26 -0
  20. package/.claude/agents/nccgs-producer.md +26 -0
  21. package/.claude/agents/nccgs-production-coordinator.md +23 -0
  22. package/.claude/agents/nccgs-programming-lead.md +26 -0
  23. package/.claude/agents/nccgs-prototyper.md +26 -0
  24. package/.claude/agents/nccgs-qa-engineer.md +26 -0
  25. package/.claude/agents/nccgs-qa-lead.md +26 -0
  26. package/.claude/agents/nccgs-release-engineer.md +26 -0
  27. package/.claude/agents/nccgs-release-lead.md +26 -0
  28. package/.claude/agents/nccgs-security-engineer.md +26 -0
  29. package/.claude/agents/nccgs-sound-designer.md +26 -0
  30. package/.claude/agents/nccgs-systems-designer.md +26 -0
  31. package/.claude/agents/nccgs-technical-architect.md +26 -0
  32. package/.claude/agents/nccgs-technical-artist.md +26 -0
  33. package/.claude/agents/nccgs-technical-director.md +26 -0
  34. package/.claude/agents/nccgs-tools-programmer.md +26 -0
  35. package/.claude/agents/nccgs-ui-programmer.md +26 -0
  36. package/.claude/agents/nccgs-unity-build-specialist.md +26 -0
  37. package/.claude/agents/nccgs-unity-content-specialist.md +26 -0
  38. package/.claude/agents/nccgs-unity-implementer.md +26 -0
  39. package/.claude/agents/nccgs-unity-rendering-specialist.md +26 -0
  40. package/.claude/agents/nccgs-unity-systems-specialist.md +26 -0
  41. package/.claude/agents/nccgs-unity-ui-specialist.md +26 -0
  42. package/.claude/agents/nccgs-ux-designer.md +26 -0
  43. package/.claude/agents/nccgs-verification-engineer.md +26 -0
  44. package/.claude/agents/nccgs-world-builder.md +26 -0
  45. package/.claude/agents/nccgs-writer.md +26 -0
  46. package/.claude/nccgs/THIRD_PARTY_NOTICES.md +13 -0
  47. package/.claude/nccgs/VERSION +1 -0
  48. package/.claude/nccgs/constitution.md +131 -0
  49. package/.claude/nccgs/hooks/agent-audit.mjs +10 -0
  50. package/.claude/nccgs/hooks/common.mjs +41 -0
  51. package/.claude/nccgs/hooks/post-compact.mjs +1 -0
  52. package/.claude/nccgs/hooks/pre-compact.mjs +8 -0
  53. package/.claude/nccgs/hooks/protect-git.mjs +22 -0
  54. package/.claude/nccgs/hooks/protect-write.mjs +17 -0
  55. package/.claude/nccgs/hooks/session-start.mjs +15 -0
  56. package/.claude/nccgs/hooks/session-stop.mjs +7 -0
  57. package/.claude/nccgs/protocols/agent-contract.md +34 -0
  58. package/.claude/nccgs/protocols/context-packets.md +13 -0
  59. package/.claude/nccgs/protocols/evidence.md +15 -0
  60. package/.claude/nccgs/protocols/model-routing.md +22 -0
  61. package/.claude/nccgs/protocols/orchestration.md +26 -0
  62. package/.claude/nccgs/protocols/unity-boundary.md +11 -0
  63. package/.claude/nccgs/settings.fragment.json +77 -0
  64. package/.claude/nccgs/studio.json +347 -0
  65. package/.claude/nccgs/tools/configure-models.mjs +39 -0
  66. package/.claude/nccgs/unity-skills-manifest.json +727 -0
  67. package/.claude/nccgs/workflow-catalog.json +317 -0
  68. package/.claude/rules/nccgs-canonical-docs.md +19 -0
  69. package/.claude/rules/nccgs-editor-tools.md +12 -0
  70. package/.claude/rules/nccgs-localization.md +12 -0
  71. package/.claude/rules/nccgs-networking.md +13 -0
  72. package/.claude/rules/nccgs-performance.md +14 -0
  73. package/.claude/rules/nccgs-rendering.md +16 -0
  74. package/.claude/rules/nccgs-security.md +13 -0
  75. package/.claude/rules/nccgs-tests.md +18 -0
  76. package/.claude/rules/nccgs-ui.md +14 -0
  77. package/.claude/rules/nccgs-unity-assets.md +21 -0
  78. package/.claude/rules/nccgs-unity-code.md +22 -0
  79. package/.claude/skills/accessibility-review/SKILL.md +14 -0
  80. package/.claude/skills/architecture-decision/SKILL.md +14 -0
  81. package/.claude/skills/asset-audit/SKILL.md +14 -0
  82. package/.claude/skills/audit/SKILL.md +16 -0
  83. package/.claude/skills/audit/references/dimensions.md +46 -0
  84. package/.claude/skills/balance-review/SKILL.md +14 -0
  85. package/.claude/skills/bug-triage/SKILL.md +14 -0
  86. package/.claude/skills/build-live-game/SKILL.md +317 -0
  87. package/.claude/skills/build-live-game/references/achievements.md +779 -0
  88. package/.claude/skills/build-live-game/references/apis.md +280 -0
  89. package/.claude/skills/build-live-game/references/authentication.md +437 -0
  90. package/.claude/skills/build-live-game/references/battlepass.md +860 -0
  91. package/.claude/skills/build-live-game/references/cloud-code.md +563 -0
  92. package/.claude/skills/build-live-game/references/cloud-save.md +474 -0
  93. package/.claude/skills/build-live-game/references/deployment.md +216 -0
  94. package/.claude/skills/build-live-game/references/player-account.md +813 -0
  95. package/.claude/skills/build-live-game/references/remote-config.md +96 -0
  96. package/.claude/skills/build-live-game/references/tooling.md +431 -0
  97. package/.claude/skills/closure/SKILL.md +14 -0
  98. package/.claude/skills/code-review/SKILL.md +14 -0
  99. package/.claude/skills/compatibility-review/SKILL.md +14 -0
  100. package/.claude/skills/context-pack/SKILL.md +14 -0
  101. package/.claude/skills/dependency-review/SKILL.md +14 -0
  102. package/.claude/skills/design/SKILL.md +20 -0
  103. package/.claude/skills/design-review/SKILL.md +14 -0
  104. package/.claude/skills/evidence-review/SKILL.md +14 -0
  105. package/.claude/skills/hotfix/SKILL.md +14 -0
  106. package/.claude/skills/implement-in-app-purchases/README.md +233 -0
  107. package/.claude/skills/implement-in-app-purchases/SKILL.md +158 -0
  108. package/.claude/skills/implement-in-app-purchases/references/api-notes.md +562 -0
  109. package/.claude/skills/implement-in-app-purchases/references/codeless-catalog.md +331 -0
  110. package/.claude/skills/implement-in-app-purchases/references/convert-adapty.md +268 -0
  111. package/.claude/skills/implement-in-app-purchases/references/convert-essentialkit.md +239 -0
  112. package/.claude/skills/implement-in-app-purchases/references/convert-revenuecat.md +275 -0
  113. package/.claude/skills/implement-in-app-purchases/references/convert-unipay.md +145 -0
  114. package/.claude/skills/implement-in-app-purchases/references/migration-v4-to-v5.md +204 -0
  115. package/.claude/skills/implement-in-app-purchases/references/path-add-iap-to-new-project.md +198 -0
  116. package/.claude/skills/implement-in-app-purchases/references/path-convert-native-google-billing.md +356 -0
  117. package/.claude/skills/implement-in-app-purchases/references/path-convert-native-storekit.md +446 -0
  118. package/.claude/skills/implement-in-app-purchases/references/path-implement-iap-d2c.md +680 -0
  119. package/.claude/skills/implement-in-app-purchases/references/platform-notes.md +204 -0
  120. package/.claude/skills/implement-in-app-purchases/references/pre-check.md +205 -0
  121. package/.claude/skills/incident-recovery/SKILL.md +14 -0
  122. package/.claude/skills/initialize-ai-navigation/SKILL.md +95 -0
  123. package/.claude/skills/initialize-ai-navigation/references/navigation-system.md +794 -0
  124. package/.claude/skills/levelplay-unity-integration/CHANGELOG.md +57 -0
  125. package/.claude/skills/levelplay-unity-integration/README.md +74 -0
  126. package/.claude/skills/levelplay-unity-integration/SKILL.md +1126 -0
  127. package/.claude/skills/levelplay-unity-integration/references/banner-api.md +920 -0
  128. package/.claude/skills/levelplay-unity-integration/references/best-practices.md +536 -0
  129. package/.claude/skills/levelplay-unity-integration/references/ilrd-api.md +337 -0
  130. package/.claude/skills/levelplay-unity-integration/references/initialization-api.md +630 -0
  131. package/.claude/skills/levelplay-unity-integration/references/interstitial-api.md +899 -0
  132. package/.claude/skills/levelplay-unity-integration/references/ios-setup.md +491 -0
  133. package/.claude/skills/levelplay-unity-integration/references/migration-sdk-9.md +666 -0
  134. package/.claude/skills/levelplay-unity-integration/references/privacy-settings.md +608 -0
  135. package/.claude/skills/levelplay-unity-integration/references/rewarded-api.md +902 -0
  136. package/.claude/skills/localization/SKILL.md +135 -0
  137. package/.claude/skills/localization/references/api-notes.md +76 -0
  138. package/.claude/skills/localization/resources/L10nBatchProcessor.cs +69 -0
  139. package/.claude/skills/localization/resources/LocalizedFontAsset.cs +18 -0
  140. package/.claude/skills/localize-game/SKILL.md +14 -0
  141. package/.claude/skills/migrate-project/SKILL.md +21 -0
  142. package/.claude/skills/migrate-project/references/procedure.md +63 -0
  143. package/.claude/skills/milestone-review/SKILL.md +14 -0
  144. package/.claude/skills/new-unity-project/SKILL.md +179 -0
  145. package/.claude/skills/optimize-audio/SKILL.md +199 -0
  146. package/.claude/skills/optimize-audio/resources/audio-import-api.md +146 -0
  147. package/.claude/skills/optimize-audio/resources/platform-settings.md +48 -0
  148. package/.claude/skills/optimize-text-mesh-pro/SKILL.md +182 -0
  149. package/.claude/skills/optimize-web/SKILL.md +393 -0
  150. package/.claude/skills/optimize-web/resources/WebOptimizer.cs +21 -0
  151. package/.claude/skills/optimize-web/resources/toktx-examples.sh +11 -0
  152. package/.claude/skills/performance-audit/SKILL.md +14 -0
  153. package/.claude/skills/physics-3d-collision/SKILL.md +442 -0
  154. package/.claude/skills/physics-3d-collision/references/troubleshooting.md +41 -0
  155. package/.claude/skills/physics-3d-collision/resources/CollisionDebugger.cs +33 -0
  156. package/.claude/skills/plan-feature/SKILL.md +14 -0
  157. package/.claude/skills/playtest/SKILL.md +14 -0
  158. package/.claude/skills/project-stage/SKILL.md +14 -0
  159. package/.claude/skills/prototype-feature/SKILL.md +14 -0
  160. package/.claude/skills/qa-plan/SKILL.md +14 -0
  161. package/.claude/skills/release/SKILL.md +18 -0
  162. package/.claude/skills/release-readiness/SKILL.md +14 -0
  163. package/.claude/skills/retrospective/SKILL.md +14 -0
  164. package/.claude/skills/review/SKILL.md +16 -0
  165. package/.claude/skills/security-audit/SKILL.md +14 -0
  166. package/.claude/skills/setup-multiplayer-services/SKILL.md +39 -0
  167. package/.claude/skills/setup-multiplayer-services/references/dgs-entrypoint.md +79 -0
  168. package/.claude/skills/setup-multiplayer-services/references/entrypoints.md +213 -0
  169. package/.claude/skills/setup-multiplayer-services/references/examples.md +33 -0
  170. package/.claude/skills/setup-multiplayer-services/references/implementation-fit.md +30 -0
  171. package/.claude/skills/setup-multiplayer-services/references/underlying-services.md +11 -0
  172. package/.claude/skills/setup-multiplayer-services/references/workflows-prerequisites.md +17 -0
  173. package/.claude/skills/setup-vivox-voice-chat/SKILL.md +118 -0
  174. package/.claude/skills/setup-vivox-voice-chat/evals/.env.example +6 -0
  175. package/.claude/skills/setup-vivox-voice-chat/evals/README.md +101 -0
  176. package/.claude/skills/setup-vivox-voice-chat/evals/promptfooconfig.yaml +32 -0
  177. package/.claude/skills/setup-vivox-voice-chat/evals/tests/init-and-login.yaml +76 -0
  178. package/.claude/skills/setup-vivox-voice-chat/evals/tests/text-chat.yaml +65 -0
  179. package/.claude/skills/setup-vivox-voice-chat/evals/tests/voice-channels.yaml +74 -0
  180. package/.claude/skills/setup-vivox-voice-chat/references/events-and-participants.md +79 -0
  181. package/.claude/skills/setup-vivox-voice-chat/references/init-and-login.md +92 -0
  182. package/.claude/skills/setup-vivox-voice-chat/references/text-chat.md +93 -0
  183. package/.claude/skills/setup-vivox-voice-chat/references/troubleshooting.md +47 -0
  184. package/.claude/skills/setup-vivox-voice-chat/references/voice-channels.md +90 -0
  185. package/.claude/skills/shader-graph-create-custom-node/SKILL.md +25 -0
  186. package/.claude/skills/shader-graph-create-custom-node/resources/all_hints.hlsl +182 -0
  187. package/.claude/skills/sprint-plan/SKILL.md +14 -0
  188. package/.claude/skills/sprite-editor/SKILL.md +66 -0
  189. package/.claude/skills/sprite-editor/references/api_reference.md +151 -0
  190. package/.claude/skills/sprite-editor/references/background.md +112 -0
  191. package/.claude/skills/sprite-editor/references/templates.md +72 -0
  192. package/.claude/skills/sprite-editor/scripts/AutomaticSliceTexture.cs +40 -0
  193. package/.claude/skills/sprite-editor/scripts/GenerateNewSpriteRects.cs +200 -0
  194. package/.claude/skills/sprite-editor/scripts/GetTextureSourceImageSize.cs +32 -0
  195. package/.claude/skills/sprite-editor/scripts/GetTextureToSlice.cs +55 -0
  196. package/.claude/skills/sprite-editor/scripts/GridSliceTexture.cs +40 -0
  197. package/.claude/skills/sprite-editor/scripts/IsometricSliceTexture.cs +141 -0
  198. package/.claude/skills/sprite-editor/scripts/README.md +134 -0
  199. package/.claude/skills/sprite-editor/scripts/SetPivotExample.cs +58 -0
  200. package/.claude/skills/sprite-editor/scripts/SpriteToPng.cs +88 -0
  201. package/.claude/skills/status/SKILL.md +16 -0
  202. package/.claude/skills/story-readiness/SKILL.md +14 -0
  203. package/.claude/skills/test/SKILL.md +16 -0
  204. package/.claude/skills/ui/SKILL.md +142 -0
  205. package/.claude/skills/ui-imgui/SKILL.md +186 -0
  206. package/.claude/skills/ui-imgui/references/gui-elements.md +156 -0
  207. package/.claude/skills/ui-imgui/references/templates.md +141 -0
  208. package/.claude/skills/ui-review/SKILL.md +14 -0
  209. package/.claude/skills/ui-ugui/SKILL.md +282 -0
  210. package/.claude/skills/ui-ugui/references/scrollview-setup.md +29 -0
  211. package/.claude/skills/ui-uitk/SKILL.md +235 -0
  212. package/.claude/skills/ui-uitk/references/common-issues.md +74 -0
  213. package/.claude/skills/ui-uitk/references/custom-elements.md +241 -0
  214. package/.claude/skills/ui-uitk/references/painter2d.md +282 -0
  215. package/.claude/skills/ui-uitk/references/pointermanipulator-guide.md +94 -0
  216. package/.claude/skills/ui-uitk/references/svg-icons.md +136 -0
  217. package/.claude/skills/ui-uitk/references/ui-runtime-binding.md +234 -0
  218. package/.claude/skills/ui-uitk/references/uss-guide.md +138 -0
  219. package/.claude/skills/unity-cli/CHANGELOG.md +233 -0
  220. package/.claude/skills/unity-cli/SECURITY.md +22 -0
  221. package/.claude/skills/unity-cli/SKILL.md +414 -0
  222. package/.claude/skills/unity-cli/references/auth-license-cloud.md +146 -0
  223. package/.claude/skills/unity-cli/references/build-run-test.md +349 -0
  224. package/.claude/skills/unity-cli/references/collaboration.md +472 -0
  225. package/.claude/skills/unity-cli/references/config-hub.md +103 -0
  226. package/.claude/skills/unity-cli/references/diagnostics-maintenance.md +326 -0
  227. package/.claude/skills/unity-cli/references/editors-install.md +327 -0
  228. package/.claude/skills/unity-cli/references/integration-advanced.md +472 -0
  229. package/.claude/skills/unity-cli/references/projects-templates.md +574 -0
  230. package/.claude/skills/unity-package-management/SKILL.md +304 -0
  231. package/.claude/skills/unity-package-management/references/select-packages.md +108 -0
  232. package/.claude/skills/urp-postprocessing/SKILL.md +188 -0
  233. package/.claude/skills/urp-postprocessing/references/code-templates.md +119 -0
  234. package/.claude/skills/urp-postprocessing/references/effect-reference.md +86 -0
  235. package/.claude/skills/validate-urp-render-graph-renderer-feature/SKILL.md +269 -0
  236. package/.claude/skills/work/SKILL.md +36 -0
  237. package/.claude/skills/work/references/classification.md +41 -0
  238. package/.claude/skills/work/references/closure.md +50 -0
  239. package/.claude/skills/work/references/feature-contracts.md +32 -0
  240. package/.claude/skills/work/references/verification.md +26 -0
  241. package/CLAUDE.md +6 -0
  242. package/LICENSE +21 -0
  243. package/README.md +162 -0
  244. package/THIRD_PARTY_NOTICES.md +23 -0
  245. package/UPGRADING.md +32 -0
  246. package/VERSION +1 -0
  247. package/docs/ARCHITECTURE.md +73 -0
  248. package/docs/HUONG-DAN-MIGRATE-VA-SU-DUNG.md +324 -0
  249. package/docs/MIGRATION-MATRIX.md +23 -0
  250. package/docs/PROJECT-POLICY.md +67 -0
  251. package/docs/WORKFLOWS.md +61 -0
  252. package/package-assets/setup-vivox-voice-chat-evals.gitignore +7 -0
  253. package/package.json +41 -0
  254. package/scaffold/.nccgs/bugs/.gitkeep +1 -0
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  256. package/scaffold/.nccgs/context/.gitkeep +1 -0
  257. package/scaffold/.nccgs/decisions/.gitkeep +1 -0
  258. package/scaffold/.nccgs/evidence/.gitkeep +1 -0
  259. package/scaffold/.nccgs/features/.gitkeep +1 -0
  260. package/scaffold/.nccgs/migrations/.gitkeep +1 -0
  261. package/scaffold/.nccgs/playtests/.gitkeep +1 -0
  262. package/scaffold/.nccgs/project.yaml +103 -0
  263. package/scaffold/.nccgs/requirements.yaml +10 -0
  264. package/scaffold/.nccgs/reviews/.gitkeep +1 -0
  265. package/scaffold/.nccgs/state.md +40 -0
  266. package/scaffold/.nccgs/templates/agent-handoff.md +25 -0
  267. package/scaffold/.nccgs/templates/architecture-decision.md +27 -0
  268. package/scaffold/.nccgs/templates/closure-record.md +51 -0
  269. package/scaffold/.nccgs/templates/context-packet.yaml +17 -0
  270. package/scaffold/.nccgs/templates/evidence-record.md +23 -0
  271. package/scaffold/.nccgs/templates/feature-contract.md +35 -0
  272. package/scaffold/.nccgs/templates/migration-plan.md +40 -0
  273. package/scaffold/.nccgs/templates/waiver.md +11 -0
  274. package/scripts/cli.mjs +56 -0
  275. package/scripts/install.mjs +267 -0
  276. package/scripts/sync-unity-skills.mjs +126 -0
  277. package/scripts/validate.mjs +205 -0
  278. package/tests/framework.test.mjs +121 -0
@@ -0,0 +1,304 @@
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+ ---
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+ name: unity-package-management
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+ 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".
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+ allowed-tools:
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+ - Bash
6
+ - Read
7
+ - Write
8
+ - Edit
9
+ ---
10
+
11
+ # Unity Package Management (headless, via the C# Client API)
12
+
13
+ Add, remove, upgrade, and discover UPM (Unity Package Manager) packages programmatically with
14
+ `UnityEditor.PackageManager.Client`, driven headless from the terminal or CI. Do **not**
15
+ hand-edit `Packages/manifest.json` — the Client API resolves dependencies and compatible
16
+ versions correctly, whereas manual edits routinely break resolution.
17
+
18
+ This complements the **`unity-cli`** skill (editor install, project creation, build/test): the
19
+ CLI has **no** package-management command, so all package work goes through the Editor's C# API.
20
+
21
+ ## When to use
22
+
23
+ - Add / remove / upgrade one or more packages in an existing or freshly-created project.
24
+ - Set up a project's packages non-interactively in CI.
25
+ - Verify a package id exists, or find its available versions, before depending on it.
26
+ - Decide which packages a game actually needs — see
27
+ [references/select-packages.md](references/select-packages.md).
28
+
29
+ ## Choosing what to install
30
+
31
+ Install what the project actually needs, not everything; prefer packages the chosen template
32
+ already provides (URP templates already include the render pipeline, Input System, etc.). The
33
+ genre / look / platform / monetization → package mapping, plus how to search the registry, is
34
+ in [references/select-packages.md](references/select-packages.md). Produce a **deduplicated
35
+ list of package ids** and read it back to the user before installing.
36
+
37
+ ## The `-quit` problem — why NOT `unity run` for installs
38
+
39
+ `Client.Add` / `Client.AddAndRemove` are **asynchronous**: they return a `Request` that only
40
+ completes on later `EditorApplication.update` ticks (the UPM child process marshals its result
41
+ back on the Editor's main-loop pump, so a blocking `while (!req.IsCompleted)` busy-wait
42
+ deadlocks it). The Editor must **stay alive** after `-executeMethod` returns, until the request
43
+ finishes.
44
+
45
+ `unity run` **cannot** be used for the installer: its default path injects `-quit` (see the reserved
46
+ flags in the **`unity-cli`** skill). With `-quit`, the Editor quits the instant the method
47
+ returns — before UPM resolves — so packages never install and the callback never runs.
48
+
49
+ **Solution:** launch the **Editor binary directly** in `-batchmode` **without** `-quit`. The
50
+ Editor stays alive, `EditorApplication.update` keeps ticking, the poll callback runs, and it
51
+ calls `EditorApplication.Exit(code)` itself when done — which both quits and sets the process
52
+ exit code.
53
+
54
+ ## The installer script
55
+
56
+ Write this to `Assets/Editor/ProjectBootstrap/PackageInstaller.cs`. It must live under an
57
+ `Editor/` folder (or an Editor-only assembly) because it uses `UnityEditor`.
58
+
59
+ ```csharp
60
+ using System.Linq;
61
+ using UnityEditor;
62
+ using UnityEditor.PackageManager;
63
+ using UnityEditor.PackageManager.Requests;
64
+ using UnityEngine;
65
+
66
+ namespace ProjectBootstrap
67
+ {
68
+ // Installs (and optionally removes) a fixed set of packages via the PackageManager
69
+ // Client API, headless-safe.
70
+ public static class PackageInstaller
71
+ {
72
+ // EDIT this list to match the package selection (see references/select-packages.md).
73
+ static readonly string[] PackagesToAdd =
74
+ {
75
+ "com.unity.inputsystem",
76
+ "com.unity.cinemachine",
77
+ "com.unity.render-pipelines.universal",
78
+ // "com.unity.package@1.2.3" // pin a version with @ when a minimum is required
79
+ };
80
+
81
+ // Optionally drop packages in the same resolution pass (e.g. a template default you don't want).
82
+ static readonly string[] PackagesToRemove = { };
83
+
84
+ const double TimeoutSeconds = 600; // UPM resolution + downloads can be slow
85
+
86
+ static AddAndRemoveRequest _request;
87
+ static double _deadline;
88
+
89
+ // Invoke with: -executeMethod ProjectBootstrap.PackageInstaller.Install (NO -quit)
90
+ public static void Install()
91
+ {
92
+ if (PackagesToAdd.Length == 0 && PackagesToRemove.Length == 0)
93
+ {
94
+ Debug.Log("[PackageInstaller] Nothing to do.");
95
+ EditorApplication.Exit(0);
96
+ return;
97
+ }
98
+
99
+ Debug.Log($"[PackageInstaller] Adding: {string.Join(", ", PackagesToAdd)}");
100
+ _request = Client.AddAndRemove(packagesToAdd: PackagesToAdd, packagesToRemove: PackagesToRemove);
101
+ _deadline = EditorApplication.timeSinceStartup + TimeoutSeconds;
102
+ EditorApplication.update += Poll;
103
+ }
104
+
105
+ static void Poll()
106
+ {
107
+ if (_request == null) return;
108
+
109
+ if (!_request.IsCompleted)
110
+ {
111
+ if (EditorApplication.timeSinceStartup > _deadline)
112
+ {
113
+ EditorApplication.update -= Poll;
114
+ Debug.LogError("[PackageInstaller] Timed out waiting for UPM.");
115
+ EditorApplication.Exit(2);
116
+ }
117
+ return;
118
+ }
119
+
120
+ EditorApplication.update -= Poll;
121
+
122
+ if (_request.Status == StatusCode.Success)
123
+ {
124
+ var names = _request.Result.Select(p => $"{p.name}@{p.version}");
125
+ Debug.Log($"[PackageInstaller] Resolved: {string.Join(", ", names)}");
126
+ EditorApplication.Exit(0);
127
+ }
128
+ else
129
+ {
130
+ Debug.LogError($"[PackageInstaller] Failed: {_request.Error?.message}");
131
+ EditorApplication.Exit(1);
132
+ }
133
+ }
134
+ }
135
+ }
136
+ ```
137
+
138
+ `AddAndRemove` installs the whole set in a single UPM resolution pass — faster and less
139
+ error-prone than one `Client.Add` per package.
140
+
141
+ **Add / remove / upgrade with one script:**
142
+ - **Add**: list the id in `PackagesToAdd`.
143
+ - **Remove**: list the id in `PackagesToRemove`.
144
+ - **Upgrade / pin**: add the id with `@<version>` (e.g. `com.unity.cinemachine@2.9.7`). Without
145
+ a version, resolution picks the latest compatible release.
146
+
147
+ ## Discovering / verifying packages
148
+
149
+ To confirm an id exists or list its versions before adding it, search the registry. The
150
+ in-Editor `Client.SearchAll()` / `Client.Search("<id>")` calls are also async, so they use the
151
+ **same poll-and-`Exit` pattern and the same headless run** as the installer. Write
152
+ `Assets/Editor/ProjectBootstrap/PackageSearch.cs`:
153
+
154
+ ```csharp
155
+ using System.Linq;
156
+ using UnityEditor;
157
+ using UnityEditor.PackageManager;
158
+ using UnityEditor.PackageManager.Requests;
159
+ using UnityEngine;
160
+
161
+ namespace ProjectBootstrap
162
+ {
163
+ public static class PackageSearch
164
+ {
165
+ const double TimeoutSeconds = 120;
166
+ static SearchRequest _request;
167
+ static double _deadline;
168
+
169
+ // Invoke with: -executeMethod ProjectBootstrap.PackageSearch.SearchAll (NO -quit)
170
+ public static void SearchAll()
171
+ {
172
+ _request = Client.SearchAll(); // or Client.Search("com.unity.cinemachine")
173
+ _deadline = EditorApplication.timeSinceStartup + TimeoutSeconds;
174
+ EditorApplication.update += Poll;
175
+ }
176
+
177
+ static void Poll()
178
+ {
179
+ if (_request == null) return;
180
+ if (!_request.IsCompleted)
181
+ {
182
+ if (EditorApplication.timeSinceStartup > _deadline)
183
+ {
184
+ EditorApplication.update -= Poll;
185
+ Debug.LogError("[PackageSearch] Timed out.");
186
+ EditorApplication.Exit(2);
187
+ }
188
+ return;
189
+ }
190
+ EditorApplication.update -= Poll;
191
+
192
+ if (_request.Status == StatusCode.Success)
193
+ {
194
+ foreach (var p in _request.Result.OrderBy(p => p.name))
195
+ Debug.Log($"[PackageSearch] {p.name}@{p.versions.latestCompatible} {p.displayName}");
196
+ Debug.Log($"[PackageSearch] {_request.Result.Length} packages found.");
197
+ EditorApplication.Exit(0);
198
+ }
199
+ else
200
+ {
201
+ Debug.LogError($"[PackageSearch] Failed: {_request.Error?.message}");
202
+ EditorApplication.Exit(1);
203
+ }
204
+ }
205
+ }
206
+ }
207
+ ```
208
+
209
+ `_request.Result` is a `PackageInfo[]`; each entry exposes `name`, `displayName`, `description`,
210
+ and `versions` (`.latest`, `.latestCompatible`, `.all`). For a terminal-only check without the
211
+ Editor (a **known** id, not free-text search), query the registry directly — see
212
+ [references/select-packages.md](references/select-packages.md#discovering-and-verifying-packages).
213
+
214
+ ## Run it headless (direct Editor invocation, no `-quit`)
215
+
216
+ Resolve the Editor binary from the version, then run it in batch mode. The script owns quitting
217
+ via `EditorApplication.Exit`, so do **not** pass `-quit`:
218
+
219
+ ```bash
220
+ VERSION="<version>" # e.g. 6000.0.47f1 (or an installed version)
221
+ PROJECT="<project-path>"
222
+ METHOD="ProjectBootstrap.PackageInstaller.Install" # or ...PackageSearch.SearchAll
223
+
224
+ # Install directory of that editor (Hub layout), via the unity CLI
225
+ ED=$(unity editors path "$VERSION" --format json | python3 -c "import sys,json;print(json.load(sys.stdin)['data']['path'])")
226
+
227
+ # Resolve the executable per-OS (handles both "dir containing Unity.app" and the ".app" itself)
228
+ case "$(uname)" in
229
+ Darwin) if [ -d "$ED/Unity.app" ]; then UNITY_BIN="$ED/Unity.app/Contents/MacOS/Unity";
230
+ elif [[ "$ED" == *.app ]]; then UNITY_BIN="$ED/Contents/MacOS/Unity";
231
+ else UNITY_BIN="$ED/Unity"; fi ;;
232
+ Linux) UNITY_BIN="$ED/Editor/Unity" ;;
233
+ *) UNITY_BIN="$ED/Editor/Unity.exe" ;; # Windows (Git Bash / MSYS); use Editor\Unity.exe in PowerShell
234
+ esac
235
+
236
+ "$UNITY_BIN" -batchmode -projectPath "$PROJECT" -executeMethod "$METHOD" -logFile -
237
+ echo "Exit code: $?" # 0 = success, 1 = UPM error, 2 = timeout
238
+ ```
239
+
240
+ `-logFile -` streams the Editor log (including the `[PackageInstaller]` / `[PackageSearch]`
241
+ lines) to stdout so you can watch resolution progress and read any UPM error. If
242
+ `unity editors path` output shape differs on your build, get the directory from
243
+ `unity editors --installed --format json` instead.
244
+
245
+ ## Verify
246
+
247
+ ```bash
248
+ # Every requested id should appear as a dependency
249
+ cat "<project-path>/Packages/manifest.json"
250
+ ```
251
+
252
+ Confirm the run exited `0` and each package from the list is present in `manifest.json`. If a
253
+ package fails to resolve, `_request.Error.message` is logged; read it and check the id/version
254
+ against the registry. The Editor's own log (including the `[PackageInstaller]` lines) is the
255
+ stdout you streamed with `-logFile -` above — read it there, not via `unity logs` (which shows
256
+ the CLI's own log, not the Editor's).
257
+
258
+ ## Import & save headlessly (generate `.meta` files)
259
+
260
+ After a script or tool writes new `.cs`/asset files, Unity must **import** them so it generates
261
+ the `.meta` file each asset needs — and every `.cs`/asset MUST be committed together with its
262
+ `.meta`. Merely opening the project once (`unity open "<project-path>"`) imports and generates
263
+ them; use this method when you need it **headless** (in a script or CI).
264
+
265
+ Unlike the package installer, this is **synchronous** — it finishes before returning — so it's
266
+ safe to run via `unity run` (its injected `-quit` is harmless; the method also calls
267
+ `EditorApplication.Exit` for a clean exit code). Write
268
+ `Assets/Editor/ProjectBootstrap/ProjectSaver.cs`:
269
+
270
+ ```csharp
271
+ using UnityEditor;
272
+ using UnityEngine;
273
+
274
+ namespace ProjectBootstrap
275
+ {
276
+ public static class ProjectSaver
277
+ {
278
+ // Invoke with: -executeMethod ProjectBootstrap.ProjectSaver.SaveAll
279
+ public static void SaveAll()
280
+ {
281
+ AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
282
+ AssetDatabase.SaveAssets();
283
+ Debug.Log("[ProjectSaver] Assets imported and saved.");
284
+ EditorApplication.Exit(0);
285
+ }
286
+ }
287
+ }
288
+ ```
289
+
290
+ ```bash
291
+ unity run "<project-path>" --editor-version <version> \
292
+ -- -executeMethod ProjectBootstrap.ProjectSaver.SaveAll
293
+ ```
294
+
295
+ ## Notes
296
+
297
+ - These editor scripts are a bootstrap convenience. Leave them in
298
+ `Assets/Editor/ProjectBootstrap/` (they do nothing unless invoked) or delete them after
299
+ setup — your call; mention it to the user.
300
+ - All scripts live under `Editor/` because they use `UnityEditor`; they never ship in a build.
301
+ - Monetization / backend packages (`com.unity.purchasing`, `com.unity.services.levelplay`, the
302
+ UGS packages) install through this same mechanism, but do the actual **integration** via the
303
+ dedicated skills: **implement-in-app-purchases**, **levelplay-unity-integration**,
304
+ **build-live-game**.
@@ -0,0 +1,108 @@
1
+ # Selecting packages
2
+
3
+ Turn a game concept — genre, look, target platforms, monetization — into a concrete package
4
+ list, then install it via the C# PackageManager Client API (see the main `SKILL.md`).
5
+
6
+ **Principle:** install what the concept actually needs, not everything. A hyper-casual 2D
7
+ prototype needs far less than a 3D multiplayer RPG. Prefer packages already provided by the
8
+ chosen template (URP templates already include the render pipeline, Input System, etc.) — only
9
+ add what's missing. Don't pin exact versions unless a minimum is required; `Client.Add` without
10
+ a version resolves the latest compatible release.
11
+
12
+ The tables below are a starting point, not the whole registry. **Search the registry** to
13
+ discover packages beyond this list, confirm an id exists, or check available versions before
14
+ installing — see [Discovering and verifying packages](#discovering-and-verifying-packages).
15
+
16
+ ## Discovering and verifying packages
17
+
18
+ Two ways to search, depending on whether the Editor is involved:
19
+
20
+ **In-Editor — the PackageManager Client API (preferred).** `Client.SearchAll()` returns every
21
+ package available in the project's configured registries (the Unity registry plus any scoped
22
+ registries), each with all its versions and metadata — this is what the Package Manager
23
+ window's search filters over. `Client.Search("<id>")` inspects a single package. Use the
24
+ ready-to-run `PackageSearch` script in the main `SKILL.md` to discover candidates and verify
25
+ ids/versions before building the install list.
26
+
27
+ **Terminal — query the npm-compatible registry directly** (no Editor needed) to confirm a
28
+ **known** id exists and list its versions:
29
+
30
+ ```bash
31
+ # Full metadata for one package: versions{}, dist-tags.latest, description, dependencies.
32
+ # -f makes curl fail (non-zero) on HTTP errors — e.g. a 404 for a bad id — instead of piping
33
+ # an error page into python; -L follows redirects.
34
+ curl -fsSL https://packages.unity.com/com.unity.cinemachine | python3 -m json.tool | head -40
35
+
36
+ # Just the latest published version
37
+ curl -fsSL https://packages.unity.com/com.unity.cinemachine \
38
+ | python3 -c "import sys,json;print(json.load(sys.stdin)['dist-tags']['latest'])"
39
+ ```
40
+
41
+ Note: the registry supports fetching a **known** package id, but **not** free-text search over
42
+ HTTP (the npm `-/v1/search` endpoint is not available — it 404s). For keyword discovery, use
43
+ `Client.SearchAll()` in-Editor, the Package Manager window, or the
44
+ [Unity package documentation](https://docs.unity3d.com/Manual/pack-keys.html).
45
+
46
+ ## Foundation (almost every project)
47
+
48
+ | Need | Package | Notes |
49
+ |---|---|---|
50
+ | Modern input | `com.unity.inputsystem` | Preferred over the legacy Input Manager. |
51
+ | Text / UI | `com.unity.ugui` | uGUI + TextMeshPro (bundled). UI Toolkit ships with the Editor. |
52
+ | Camera framing | `com.unity.cinemachine` | Great for almost any 3D and many 2D games. |
53
+ | Testing | `com.unity.test-framework` | Enables `unity test`; usually already present. |
54
+ | Large/streamed assets | `com.unity.addressables` | Add when the game has many assets or needs content updates. |
55
+
56
+ ## Render pipeline (pick one; usually set by the template)
57
+
58
+ | Choice | Package | Use when |
59
+ |---|---|---|
60
+ | **URP** (Universal) | `com.unity.render-pipelines.universal` | Default for most 2D/3D, mobile, and WebGL. Broadest platform reach. |
61
+ | **HDRP** (High-Definition) | `com.unity.render-pipelines.high-definition` | High-fidelity PC/console only. Not for mobile/WebGL. |
62
+ | **Built-in** | (none) | Simplest/legacy; fine for tiny prototypes. |
63
+
64
+ ## By dimension & look
65
+
66
+ | Look | Packages |
67
+ |---|---|
68
+ | **2D** (any) | `com.unity.2d.feature` (sprites, tilemap, animation, pixel-perfect bundle) |
69
+ | **2D pixel-perfect** | `com.unity.2d.pixel-perfect` (included in the 2D feature set) |
70
+ | **3D navigation** | `com.unity.ai.navigation` (NavMesh for AI/pathfinding) |
71
+ | **Cutscenes / sequencing** | `com.unity.timeline` |
72
+ | **No-code logic** | `com.unity.visualscripting` |
73
+
74
+ ## By genre (starting points, combine with the above)
75
+
76
+ | Genre | Typical additions |
77
+ |---|---|
78
+ | Platformer / action | URP, Input System, Cinemachine, 2D feature (if 2D), AI Navigation (if 3D) |
79
+ | Puzzle / match / card | URP or 2D feature, Input System, uGUI/TextMeshPro, Timeline (juice) |
80
+ | Top-down / twin-stick | URP, Input System, Cinemachine, AI Navigation |
81
+ | RPG / adventure | URP, Input System, Cinemachine, AI Navigation, Addressables, Timeline |
82
+ | Racing / physics | URP, Input System, Cinemachine; Physics is built in |
83
+ | Idle / hyper-casual | 2D feature or URP, Input System, uGUI/TextMeshPro (keep it lean) |
84
+ | Multiplayer (any) | `com.unity.netcode.gameobjects` + Multiplayer Services → see **build-live-game** |
85
+
86
+ ## By target platform
87
+
88
+ Platform support is mostly Editor **modules** (installed with `unity install --module …`, see
89
+ the **`unity-cli`** skill), not packages. Package-wise:
90
+
91
+ | Platform | Consider |
92
+ |---|---|
93
+ | Mobile (iOS/Android) | Keep dependencies lean; URP over HDRP; Addressables for download size; monetization below |
94
+ | WebGL | URP (not HDRP); small footprint; avoid heavy packages |
95
+ | Desktop / Console | URP or HDRP depending on fidelity target |
96
+
97
+ ## By monetization — install now, integrate via the dedicated skill
98
+
99
+ | Goal | Package | Integration skill |
100
+ |---|---|---|
101
+ | In-app purchases | `com.unity.purchasing` | **implement-in-app-purchases** |
102
+ | Ads / mediation | `com.unity.services.levelplay` | **levelplay-unity-integration** |
103
+ | Accounts, cloud save, economy, remote config, leaderboards, analytics | see the UGS package table | **build-live-game** |
104
+
105
+ Install the package(s) here so the manifest is complete, but do the actual wiring by invoking
106
+ the matching skill. For the full UGS package/version matrix (`com.unity.services.core`,
107
+ `authentication`, `cloudsave`, `cloudcode`, `economy`, `remote-config`, `analytics`, etc.),
108
+ read the **build-live-game** skill.
@@ -0,0 +1,188 @@
1
+ ---
2
+ name: urp-postprocessing
3
+ 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.
4
+ required_packages:
5
+ com.unity.render-pipelines.universal: ">=14.0.0"
6
+ ---
7
+
8
+ Help the user set up, configure, and debug post-processing effects using URP's Volume framework.
9
+
10
+ **Goal: The user should have a working visual result with zero console errors after setup.**
11
+
12
+ ## 0. Prerequisite: an Editor you can run C# in
13
+
14
+ Volume profiles, `VolumeParameter.overrideState`, and the camera's post-processing flags are
15
+ Editor/runtime object state — the checks and edits below all run C# inside a live Editor.
16
+
17
+ **The `unity-cli` skill owns getting you there** — installing the CLI, confirming a connected
18
+ Editor, adding the project's `com.unity.pipeline` package, telling a genuinely absent Editor
19
+ apart from one stuck in Safe Mode, and discovering the Editor's command catalog. Follow it
20
+ first; don't re-derive any of it here. You need `eval` in particular, not just a reachable
21
+ Editor: its presence depends on the Pipeline package version, not on the CLI. If it's
22
+ missing, say so and stop.
23
+
24
+ Run C# through the connected Editor with the `eval` command. Discover its parameter shape
25
+ from `unity command --format json` rather than assuming one — the inline form is
26
+ `unity command eval --code '<snippet>'`, and some Pipeline versions also register
27
+ `eval_file` for running a snippet from a file. **Check the catalog before reaching for
28
+ `eval_file`; it is frequently absent.** `unity command` defaults to a 30 second timeout.
29
+
30
+ ### Passing C# to `eval`
31
+
32
+ `eval` compiles a **statement block, not a file**. Two consequences, both of which cause a
33
+ compile error rather than a warning:
34
+
35
+ - **No `using` directives.** The compiler reads `using UnityEngine;` as a resource-disposal
36
+ statement and rejects it (`CS0210`).
37
+ - **Types must be fully qualified.** A bare `AssetDatabase` or `Volume` does not resolve
38
+ (`CS0246` / `CS0103`), and a bare `Object` is ambiguous with `object` (`CS0104`).
39
+
40
+ Where a snippet below is written as a file — with usings, for readability, or because it is
41
+ meant to be saved into the project — qualify the types before passing it to `eval`.
42
+
43
+ ## 0. Pre-Flight Checks
44
+
45
+ Before configuring any effect, **verify all checks**. Fix failures first.
46
+
47
+ 1. **URP is the active render pipeline** — If not, inform the user and stop.
48
+ 2. **HDR is enabled on the URP Asset** — Required for Tonemapping. Bloom works best with HDR; in SDR it still works but `threshold` must be < 1.
49
+ 3. **Camera has post-processing enabled** — `renderPostProcessing` must be `true` (defaults to `false`). Camera Stacking: only a `CameraRenderType.Base` camera (or the last `Overlay` in the stack) should enable post-processing. Also verify the Renderer's PostProcessData asset is not null — if it is, the post-process pass won't exist.
50
+ 4. **The Volume's GameObject layer is in the Camera's Volume Layer Mask** — `volumeLayerMask` defaults to layer 0 "Default" only. The Volume's `GameObject.layer` must be included, otherwise the camera ignores it.
51
+ 5. **Volume exists with `enabled = true`, a valid Profile, and at least one override** — The `Volume` component must be enabled, have a non-null `profile` (or `sharedProfile`), and at least one `VolumeComponent` with `overrideState = true` on its properties.
52
+
53
+ ### Pre-Flight Check Snippet
54
+
55
+ Run this to verify the setup programmatically:
56
+
57
+ ```csharp
58
+ // `eval` compiles a statement block, not a file: no `using` directives are
59
+ // allowed, so every type is fully qualified.
60
+ var report = new System.Text.StringBuilder();
61
+
62
+ // 1. Check URP is active — a hard stop, so throw: it fails the eval loudly
63
+ var urpAsset = UnityEngine.Rendering.Universal.UniversalRenderPipeline.asset;
64
+ if (urpAsset == null)
65
+ throw new System.Exception("URP is not the active render pipeline.");
66
+
67
+ // 2. Check HDR
68
+ if (!urpAsset.supportsHDR)
69
+ report.AppendLine("Warning: HDR is disabled on the URP Asset. Tonemapping won't work; Bloom requires threshold < 1.");
70
+
71
+ // 3. Check camera post-processing
72
+ var cam = UnityEngine.Camera.main;
73
+ if (cam == null)
74
+ throw new System.Exception("No Main Camera found.");
75
+ if (!cam.TryGetComponent<UnityEngine.Rendering.Universal.UniversalAdditionalCameraData>(out var camData))
76
+ throw new System.Exception("Missing UniversalAdditionalCameraData on camera. Is URP active?");
77
+ if (!camData.renderPostProcessing)
78
+ report.AppendLine("Warning: Post-processing is disabled on the camera. Enable via camData.renderPostProcessing = true.");
79
+
80
+ // 4. Check volume layer mask
81
+ var volumes = UnityEngine.Object.FindObjectsByType<UnityEngine.Rendering.Volume>(UnityEngine.FindObjectsSortMode.None);
82
+ foreach (var vol in volumes)
83
+ {
84
+ if (!vol.enabled) { report.AppendLine($"Warning: Volume '{vol.name}' is disabled."); continue; }
85
+ if ((camData.volumeLayerMask & (1 << vol.gameObject.layer)) == 0)
86
+ report.AppendLine($"Warning: Volume '{vol.name}' on layer {vol.gameObject.layer} is not in camera's volumeLayerMask.");
87
+ // 5. Check profile and overrides
88
+ var profile = vol.sharedProfile;
89
+ if (profile == null) { report.AppendLine($"Warning: Volume '{vol.name}' has no profile assigned."); continue; }
90
+ if (profile.components.Count == 0)
91
+ report.AppendLine($"Warning: Volume '{vol.name}' profile has no overrides.");
92
+ }
93
+
94
+ // Return the findings: logs land in the Editor console, the returned value comes back to you
95
+ return report.Length == 0 ? "Post-processing setup looks correct." : report.ToString();
96
+ ```
97
+
98
+ ## 1. Volume Setup
99
+
100
+ Effects are added as **VolumeComponent overrides** on a **VolumeProfile** (a `ScriptableObject`).
101
+
102
+ **Global Volume** (most common): GameObject with `Volume` component, `isGlobal = true`, `profile` assigned. Affects every camera whose `volumeLayerMask` includes the Volume's layer.
103
+
104
+ **Local Volume (optional, but takes precedence)**: GameObject with trigger `Collider` + `Volume` component, `isGlobal = false`. Properties:
105
+ - `priority` (float) — higher values override lower when volumes overlap.
106
+ - `blendDistance` (float) — outer distance in world units to start blending from (0 = no blend, instant transition at collider boundary).
107
+ - `weight` (float, 0–1) — scales the volume's overall influence.
108
+
109
+ ## 2. Post-Processing Effects
110
+
111
+ All effects are `VolumeComponent` subclasses added as overrides on a `VolumeProfile` via `profile.Add<T>()`. Check existence with `profile.Has<T>()` or `profile.TryGet<T>(out var t)`. Remove with `profile.Remove<T>()`.
112
+
113
+ Every property is a `VolumeParameter`. You **must** set `overrideState = true` before setting `value`, otherwise the Volume system ignores it.
114
+
115
+ When configuring a specific effect, load the full API reference:
116
+ - [references/effect-reference.md](references/effect-reference.md) — All VolumeComponent properties by effect (Bloom, Tonemapping, ColorAdjustments, DepthOfField, Vignette, MotionBlur, FilmGrain, ChromaticAberration, SplitToning, LensDistortion, WhiteBalance, PaniniProjection, LiftGammaGain, ShadowsMidtonesHighlights, ColorCurves, ChannelMixer)
117
+
118
+ For code templates:
119
+ - [references/code-templates.md](references/code-templates.md) — Global Volume setup, camera post-processing, and profile modification templates
120
+
121
+ ## 3. Anti-Hallucination Rules
122
+
123
+ ### Required Usings
124
+
125
+ These apply when you write a `.cs` file into the project. **A snippet passed to `eval` cannot
126
+ carry them** — qualify the types instead (see "Passing C# to `eval`" above).
127
+
128
+ ```csharp
129
+ using UnityEngine.Rendering; // Volume, VolumeProfile, VolumeComponent, VolumeParameter
130
+ using UnityEngine.Rendering.Universal; // Bloom, Tonemapping, ColorAdjustments, UniversalRenderPipeline, etc.
131
+ ```
132
+
133
+ ### Wrong → Correct API Mapping
134
+
135
+ | WRONG | CORRECT |
136
+ |-------|---------|
137
+ | `PostProcessVolume` | `Volume` (from `UnityEngine.Rendering`) |
138
+ | `PostProcessLayer` | `UniversalAdditionalCameraData.renderPostProcessing` (bool) |
139
+ | `UnityEngine.Rendering.PostProcessing` | `UnityEngine.Rendering.Universal` |
140
+ | `profile.GetSetting<T>()` | `profile.TryGet<T>(out var t)` (returns bool) |
141
+ | `profile.AddSettings<T>()` | `profile.Add<T>()` (returns T; throws if already exists — check `profile.Has<T>()` first) |
142
+ | `volume.sharedProfile` (to modify at runtime) | `volume.profile` (auto-clones the asset into an instance) |
143
+ | `VolumeManager.instance.stack.GetComponent<T>()` | `volume.profile.TryGet<T>(out var t)` |
144
+
145
+ ### Key Facts
146
+ - **`overrideState = true`** is required on every `VolumeParameter` you set. The volume system skips parameters where `overrideState` is `false`. This is the #1 scripting mistake.
147
+ - **`sharedProfile`** = returns the asset directly (edits persist to disk). **`profile`** = auto-clones into an instance if needed (safe for runtime edits). Check with `volume.HasInstantiatedProfile()`.
148
+ - **`profile.Add<T>(bool overrides = false)`** — pass `true` to auto-enable `overrideState` on all parameters of the added component.
149
+
150
+ ## 4. Debugging Checklist
151
+
152
+ When post-processing isn't working, check in order:
153
+
154
+ 1. `cam.TryGetComponent<UniversalAdditionalCameraData>(out var data)` succeeds and `data.renderPostProcessing` is `true`?
155
+ 2. Volume exists in scene with a non-null `profile` (or `sharedProfile`) assigned?
156
+ 3. Overrides added via `profile.Add<T>()` AND `overrideState = true` on each property you set?
157
+ 4. Volume's `GameObject.layer` is included in camera's `data.volumeLayerMask`? (Default mask is layer 0 "Default" only.)
158
+ 5. `volume.isGlobal = true` (for global), or camera is inside the Volume's trigger `Collider` (for local)?
159
+ 6. Camera `data.renderType` is `CameraRenderType.Base`, not `Overlay`? (Overlay cameras composite onto the Base camera's output.)
160
+ 7. `UniversalRenderPipeline.asset.supportsHDR` is `true`? Required for Bloom and Tonemapping.
161
+ 8. Viewing in **Game view**? Scene view has a separate post-processing toggle in its toolbar.
162
+
163
+ ## 5. Common Recipes
164
+
165
+ Format: Effect property=value. Bloom values are threshold/intensity/scatter.
166
+
167
+ **Cinematic (Film):** Tonemapping mode=ACES, ColorAdjustments contrast=15 saturation=-10, Bloom threshold=0.9 intensity=0.5 scatter=0.7, Vignette intensity=0.3 smoothness=0.4, FilmGrain type=Medium1 intensity=0.2
168
+
169
+ **Stylized/Vibrant:** Tonemapping mode=Neutral, ColorAdjustments saturation=20 contrast=10, Bloom threshold=0.8 intensity=1.5 scatter=0.6, SplitToning highlights=warm shadows=cool
170
+
171
+ **Horror/Dark:** ColorAdjustments postExposure=-0.5 saturation=-30 contrast=20, Vignette intensity=0.5 smoothness=0.3 color=dark-red, FilmGrain type=Large01 intensity=0.4, ChromaticAberration intensity=0.15
172
+
173
+ **Clean/Mobile:** Tonemapping mode=Neutral, ColorAdjustments postExposure=0.2, Bloom threshold=1.0 intensity=0.3 (subtle). Avoid FilmGrain, MotionBlur, DepthOfField on mobile.
174
+
175
+ ## 6. Final Confirmation
176
+
177
+ After setup, report to user:
178
+
179
+ ```
180
+ Post-Processing Setup Complete
181
+ - Volume: [Global/Local] on "[GameObject Name]"
182
+ - Profile: [Asset Path]
183
+ - Effects: [List with key property=value pairs]
184
+ - Camera: [Name] — renderPostProcessing=true, volumeLayerMask includes layer [N]
185
+
186
+ View results in Game view (not Scene view).
187
+ Undo all changes with Edit > Undo (Ctrl+Z).
188
+ ```