What problem does it solve?
Manually writing QFramework architecture-layer boilerplate (Architecture/System/Model/Command/Query classes), binding ViewController and UIKit panel code to GameObjects and prefabs, and managing ResKit AssetBundle marks and builds is repetitive and error-prone. This Skill exposes those QFramework editor workflows as REST skills so an AI can drive them directly inside the Unity Editor.
Core Features & Use Cases
- Architecture Code Generation: Preview and generate Architecture/System/Model/Command/Utility/Query classes (single or batch) via QFramework's ArchitectureCodeGenerator, with interface generation support.
- UIKit & View Binding: Generate bound ViewController code for a GameObject and UIKit panel plus Designer code for a UI prefab, and read/write UIKit project settings (namespace, script/prefab directories).
- ResKit AssetBundle Management: Mark or unmark folders as AssetBundles, list existing marks, read/write build options (SimulationMode, append-hash, auto-generate-class), and build or clear AssetBundle output.
- Inspection & Locale: Scan loaded assemblies for IArchitecture/ISystem/IModel/ICommand/IQuery/IController implementations, query QFramework's built-in API documentation attributes, and configure LocaleKit editor locale and language defines.
- Use Case: Ask the AI to scaffold a new CounterApp architecture with a Model, System, and two Commands, then generate UI panel code for LoginPanel.prefab and mark the Art/UIPrefab folder as an AssetBundle — all without opening QFramework's editor windows.
Quick Start
Ask the AI to check QFramework installation status with qframework_get_status, then generate an Architecture class named CounterApp in your project namespace.