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.