ucl-create-asset

Generate structured UCL_Asset subclasses in C# for Unity.

4|Updated Apr 3, 2020
One-click install
npx skills add https://github.com/tim099/UCL_Core --skill ucl-create-asset
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: ucl-create-asset
Source: https://github.com/tim099/UCL_Core/tree/main/Skills~/ucl-create-asset
Command: npx skills add https://github.com/tim099/UCL_Core --skill ucl-create-asset

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) components.

What problem does it solve?

This Skill streamlines the process of defining and managing new UCL_Asset subtypes, ensuring they follow standard practices and integration requirements for persistence and editor support.

Core Features & Use Cases

  • Asset Type Generation: Provides templates and code snippets for creating new UCL_Asset subclasses.
  • Best Practice Enforcement: Ensures inheritance from UCL_Asset<T> and proper constructor definitions.
  • Use Case: When adding a new configuration data type for a project, users can quickly generate a properly structured UCL_Asset script that integrates seamlessly with editor UI and serialization.

Quick Start

Use this skill to generate a new UCL_Asset subclass for managing game settings or character data.

Frequently Asked Questions about ucl-create-asset

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

FAQPage Schema
How do I create persistent data types in Unity for game configuration?▼

To create persistent data types in Unity, you generate structured C# classes that inherit from base asset templates. This ensures your game configuration data integrates seamlessly with editor UI and serialization.

What is the best way to structure a Unity asset script for serialization?▼

The best way to structure a Unity asset script for serialization is to enforce standard inheritance patterns and proper constructor definitions. This approach implements best practices for validation and editor integration.

How do I set up a new UCL_Asset subclass in C#?▼

To set up a new UCL_Asset subclass in C#, use automated templates to generate the script with consistent inheritance from UCL_Asset<T>. This guarantees proper constructor definitions and persistence setup.

Does this asset type generation approach work with Unity editor integration?▼

Yes, this asset type generation approach explicitly supports Unity editor integration. By enforcing standard inheritance and serialization practices, generated configuration data classes function correctly within the editor environment.

Why should I use a template for generating Unity configuration data classes?▼

Using a template for generating Unity configuration data classes ensures consistent inheritance and proper setup within UCL_Core. It streamlines the creation process, preventing manual structuring errors in persistent data types.

When do I need to generate a structured UCL_Asset script?▼

You need to generate a structured UCL_Asset script when adding new configuration data types for a project. This is specifically useful for managing persistent game settings or character data.