unity-asmdef

Plans Unity assembly definitions to reduce compile times and organize dependency graphs.

Updated Jan 30, 2026
One-click install
npx skills add https://github.com/Rayzerrek/dotfiles --skill unity-asmdef-rayzerrek
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-asmdef
Source: https://github.com/Rayzerrek/dotfiles/tree/main/.pi/agent/skills/unity-skills/skills/asmdef
Command: npx skills add https://github.com/Rayzerrek/dotfiles --skill unity-asmdef-rayzerrek

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill helps you decide whether Unity assembly definitions are worth introducing and how to structure them so compile times improve without creating unnecessary dependency sprawl.

Core Features & Use Cases

  • Assembly Boundary Planning: Recommend a small, meaningful set of assemblies instead of fragmenting a project into too many tiny modules.
  • Dependency Direction: Define a shallow, directional assembly graph that avoids circular references and shared dumping grounds.
  • Editor/Runtime/Test Splits: Separate editor-only code, runtime code, and tests so each layer stays isolated and easier to maintain.
  • Migration Guidance: Outline practical steps for moving an existing Unity codebase toward a cleaner asmdef layout with limited churn.

Quick Start

Ask for a Unity asmdef plan for your project, including proposed assemblies, dependency directions, editor-runtime-test splits, and migration steps.

Frequently Asked Questions about unity-asmdef

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

FAQPage Schema
How do I reduce Unity compile times with assembly definitions?

Plan Unity assembly definition boundaries to create a shallow, directional dependency graph that isolates modules. This limits recompilation scope to changed assemblies, reducing overall compile times by avoiding unnecessary rebuilds of unaffected code.

What is the best way to split editor and runtime code in Unity asmdef?

Create separate Unity assembly definitions for editor-only and runtime code to enforce strict isolation. This prevents editor dependencies from leaking into runtime builds, keeping each layer maintainable and avoiding circular references between editor and runtime scripts.

How many assembly definitions should I create for my Unity project?

Create a small, meaningful set of Unity assembly definitions representing cohesive modules rather than fragmenting into tiny assemblies. Over-fragmenting causes dependency sprawl and circular references, so group related functionality to balance compile speed with maintainability.

How do I migrate an existing Unity project to use assembly definitions?

Outline practical migration steps to move an existing Unity codebase toward a cleaner asmdef layout with limited churn. Introduce assembly definitions gradually, defining directional dependencies and editor-runtime-test splits to control churn risk and avoid breaking existing references.

How do I fix circular references in Unity assembly definitions?

Fix circular references in Unity assembly definitions by designing a shallow, directional dependency graph that avoids shared dumping grounds. Restructure modules so dependencies flow in one direction, extracting shared code into isolated assemblies to break cyclic dependency chains.

When should I not use assembly definitions in Unity?

Avoid Unity assembly definitions if your project is too small to benefit from module separation or if splitting would create unnecessary dependency sprawl. Without clear editor-runtime-test separation needs, asmdefs add structural overhead without meaningfully improving compile times.