ucl-create-asset

Generate structured UCL_Asset subclasses in C# for Unity.

4|Updated Apr 3, 2020
One-click install
npx skills add https://github.com/tim099/UCL_Core --skill ucl-create-asset
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: ucl-create-asset
Source: https://github.com/tim099/UCL_Core/tree/main/Skills~/ucl-create-asset
Command: npx skills add https://github.com/tim099/UCL_Core --skill ucl-create-asset

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) components.

What problem does it solve?

This Skill streamlines the process of defining and managing new UCL_Asset subtypes, ensuring they follow standard practices and integration requirements for persistence and editor support.

Core Features & Use Cases

  • Asset Type Generation: Provides templates and code snippets for creating new UCL_Asset subclasses.
  • Best Practice Enforcement: Ensures inheritance from UCL_Asset<T> and proper constructor definitions.
  • Use Case: When adding a new configuration data type for a project, users can quickly generate a properly structured UCL_Asset script that integrates seamlessly with editor UI and serialization.

Quick Start

Use this skill to generate a new UCL_Asset subclass for managing game settings or character data.

Frequently Asked Questions about ucl-create-asset

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create persistent data types in Unity for game configuration?

To create persistent data types in Unity, you generate structured C# classes that inherit from base asset templates. This ensures your game configuration data integrates seamlessly with editor UI and serialization.

What is the best way to structure a Unity asset script for serialization?

The best way to structure a Unity asset script for serialization is to enforce standard inheritance patterns and proper constructor definitions. This approach implements best practices for validation and editor integration.

How do I set up a new UCL_Asset subclass in C#?

To set up a new UCL_Asset subclass in C#, use automated templates to generate the script with consistent inheritance from UCL_Asset<T>. This guarantees proper constructor definitions and persistence setup.

Does this asset type generation approach work with Unity editor integration?

Yes, this asset type generation approach explicitly supports Unity editor integration. By enforcing standard inheritance and serialization practices, generated configuration data classes function correctly within the editor environment.

Why should I use a template for generating Unity configuration data classes?

Using a template for generating Unity configuration data classes ensures consistent inheritance and proper setup within UCL_Core. It streamlines the creation process, preventing manual structuring errors in persistent data types.

When do I need to generate a structured UCL_Asset script?

You need to generate a structured UCL_Asset script when adding new configuration data types for a project. This is specifically useful for managing persistent game settings or character data.