unity-qframework

Automates QFramework architecture codegen, UIKit, ResKit, and LocaleKit editor tasks in Unity.

1.7k|162|Updated Jan 18, 2026
One-click install
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-qframework
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-qframework
Source: https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/qframework
Command: npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-qframework

SYSTEM DOCUMENTATION & REQUIREMENTS

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.

Frequently Asked Questions about unity-qframework

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

FAQPage Schema
How do I generate QFramework architecture code in Unity?

Use qframework_preview_architecture_code to preview the class, then qframework_generate_architecture_code with codeType, inputName, namespaceName, and outputRoot to write it to disk. Batch generation is available via qframework_generate_architecture_code_batch. Generation skills are NeverInSemi, so they require Bypass mode or an Allowlist entry.

How do I generate UIKit panel code for a Unity prefab?

Call qframework_generate_ui_panel_code with the project-relative prefabPath, such as Assets/Art/UIPrefab/LoginPanel.prefab. The target must be a regular or variant Prefab asset. The skill writes the panel and Designer files and returns pendingCompile, so poll compile status before re-inspecting the prefab.

Does QFramework have a UPM package for Unity Package Manager?

No. QFramework installs either as the Toolkits unitypackage with asmdef-based assemblies or as a single-file QFramework.cs dropped into Assets. Detection is reflection-only, and skills other than qframework_get_status return MISSING_PACKAGE when their anchor types cannot be resolved.

Why does a QFramework skill return MISSING_PACKAGE?

MISSING_PACKAGE means the skill's reflection anchor type could not be resolved in loaded assemblies. On a core-only single-file install, UIKit, ResKit, LocaleKit, and architecture codegen anchors are absent because those ship only with the Toolkits unitypackage.

Can I build ResKit AssetBundles from the Unity editor automatically?

Yes, qframework_build_asset_bundles invokes BuildScript.BuildAssetBundles for a given BuildTarget. It blocks the Editor main thread during the build, is gated as NeverInSemi high-risk, and outputs to AssetBundles/<platform> based on the active build target, not the requested one.

What are the limitations of QFramework editor automation?

AudioKit, FSM, SingletonKit, PoolKit, and TableKit have no editor-time entry points and are not exposed. There is no automated install path, and qframework_clear_asset_bundles deletes output at the filesystem level with no undo snapshot.