unity-addressables

Manage Unity Addressables groups, entries, profiles, and content builds via reflection.

Updated Aug 31, 2026
One-click install
npx skills add https://github.com/pikachu0310/codex-agent-ops-public --skill unity-addressables-pikachu0310
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-addressables
Source: https://github.com/pikachu0310/codex-agent-ops-public/tree/main/.agents/skills/unity-skills/skills/addressables
Command: npx skills add https://github.com/pikachu0310/codex-agent-ops-public --skill unity-addressables-pikachu0310

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Automating Unity Addressables authoring from an AI agent is hard because the package may not be installed, the settings asset may not exist, and group operations have non-obvious behaviors like rename-on-collision and move-instead-of-copy. This Skill exposes safe, structured editor-side operations for the Addressables authoring surface without requiring direct package references. ## Core Features & Use Cases - Environment probing: addressables_check_installed reports whether the package is installed and the settings asset is configured, with a hint for the next action. - Group and entry management: list, create, and delete groups, and add or move asset entries into groups with optional custom addresses. - Profile switching and content builds: read and set the active Addressables profile, then trigger BuildPlayerContent for the current build target. - Use Case: Ask the agent to create a group named "Enemies", add Assets/Prefabs/Enemy.prefab to it, switch to the production profile, and run the Addressables content build — all through reflection-based calls that work whether or not the package was previously installed. ## Quick Start Ask the agent to check whether Addressables is installed and configured, then create a group and add a prefab asset to it. ## Notes Deletion is auto-forbidden outside Bypass mode, builds block the Editor main thread, and no operation is workflow-undoable, so read current state before mutating.

Frequently Asked Questions about unity-addressables

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

FAQPage Schema
How do I create an Addressables group and add assets programmatically in Unity?

Call addressables_group_create with a group name, then addressables_group_add_entry with the asset path and group name. Always use the returned groupName, because creation renames on collision instead of failing.

How do I build Addressables content from the Unity Editor?

Use addressables_build, which invokes AddressableAssetSettings.BuildPlayerContent for the current active build target. It blocks the Editor main thread, so raise the client timeout well past the expected build duration.

Does this work if the Addressables package is not installed?

Only addressables_check_installed works without the package; every other skill returns MISSING_PACKAGE or TARGET_NOT_FOUND. The module compiles identically with or without the package because all calls resolve through reflection.

Why did my Addressables group get a different name than I requested?

Addressables dedupes name collisions by appending a counter, so TestGroup becomes TestGroup1. The response reports renamed: true with the actual groupName, which you must use for all follow-up calls.

Can I list or remove individual Addressables entries with this module?

No. Entry enumeration, removal, address renaming, schema editing, and profile creation are not exposed. Use the Addressables Groups window for those operations; adding an entry that exists elsewhere moves it rather than copying.