unity-asmdef

Advises on Unity assembly definition layout, dependency direction, and editor/runtime/test splits.

2|Updated May 18, 2026
One-click install
npx skills add https://github.com/pcone-mm/NewFPG --skill unity-asmdef-pcone-mm
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-asmdef
Source: https://github.com/pcone-mm/NewFPG/tree/main/.agents/skills/unity-skills/skills/asmdef
Command: npx skills add https://github.com/pcone-mm/NewFPG --skill unity-asmdef-pcone-mm

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Large Unity projects suffer from slow compile times, tangled assembly dependencies, and mixed editor/runtime code. This Skill helps you decide whether assembly definitions (asmdef) are justified and how to structure them cleanly. ## Core Features & Use Cases - Module Boundary Planning: Proposes meaningful assemblies with a directional, shallow dependency graph instead of many tiny fragments. - Editor/Runtime/Test Splitting: Separates editor code from runtime code and isolates tests cleanly. - Compile Time Optimization: Identifies when asmdef boundaries will actually reduce compilation overhead. - Use Case: Your Unity project takes minutes to recompile after every small change. Use this Skill to get a proposed assembly layout, allowed dependency directions, and step-by-step migration guidance. ## Quick Start Ask the assistant to review my Unity project structure and propose an asmdef layout that splits editor and runtime code to speed up compilation.

Frequently Asked Questions about unity-asmdef

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

FAQPage Schema
How do I split editor and runtime code in Unity with asmdef?

Create separate assembly definitions for editor and runtime folders, with the editor assembly referencing the runtime one. Splitting editor code from runtime first is the recommended starting point before further modularization.

When should I use assembly definitions in a Unity project?

Use asmdef when the project has multiple domains or systems, editor and runtime code are mixed, compile times are noticeable, or tests need clean isolation. Avoid them for tiny prototypes where fragmentation adds overhead without benefit.

How do asmdef files reduce Unity compile times?

Assembly definitions create compile boundaries so Unity only recompiles assemblies affected by a change rather than the entire project. Keeping the dependency graph directional and shallow maximizes this benefit.

What are the risks of using too many asmdef files?

Over-fragmentation creates many tiny assemblies that add maintenance churn without compile benefits. Prefer a few meaningful assemblies, avoid circular dependencies, and never funnel everything through a shared dumping-ground assembly.

How do I avoid circular dependencies between Unity assemblies?

Keep the dependency graph directional and shallow by defining clear allowed dependency directions before creating assemblies. Plan module boundaries so lower-level systems never reference higher-level ones.