unity-yaml-editing

Repairs Unity serialized YAML files by fixing GUIDs, fileID references, and merge conflicts.

Updated Oct 13, 2025
One-click install
npx skills add https://github.com/Darth-Carrotpie/ProxyCore --skill unity-yaml-editing-darth-carrotpie
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: unity-yaml-editing
Source: https://github.com/Darth-Carrotpie/ProxyCore/tree/main/.agents/skills/unity-skills/skills/yaml-editing
Command: npx skills add https://github.com/Darth-Carrotpie/ProxyCore --skill unity-yaml-editing-darth-carrotpie

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? When Unity scenes, prefabs, or assets break due to missing script references, corrupted GUIDs, or Git merge conflicts, the Editor and REST APIs often cannot deserialize or fix them. This Skill provides safe, last-resort rules for hand-editing Unity serialized YAML (.unity/.prefab/.asset/.meta/ProjectSettings) when no API can reach the problem. ## Core Features & Use Cases - Reference and fileID Repair: Fix broken m_Script GUID references after script renames or moves, and safely delete Missing components by removing both the object block and its m_Component entry. - .meta and GUID Safety: Detect pseudo-random GUIDs, regenerate them with uuid4, and update every referencing file in the same change to avoid collisions. - ProjectSettings Patching and Merge Resolution: Edit hidden ProjectSettings fields not exposed by any API, and resolve .unity/.prefab Git conflicts block-by-block using Unity's line-mergeable YAML structure. - Use Case: A renamed MonoBehaviour leaves a prefab showing "missing script" and the scene will not open. Read the script's current GUID from its .cs.meta, update the prefab's m_Script guid entry, then reimport to validate the fix. ## Quick Start Ask the agent to fix the broken script reference in the prefab by updating its m_Script GUID in the YAML file.

Frequently Asked Questions about unity-yaml-editing

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

FAQPage Schema
How do I fix a missing script reference in a Unity prefab?▼

Open the script's .cs.meta file to read its current GUID, then find the m_Script entry in the prefab YAML and set its guid value to match, keeping fileID 11500000 and type 3. Reimport the asset in Unity to validate the fix.

How to resolve Git merge conflicts in Unity scene files?▼

Unity YAML is line-mergeable because each object is an independent --- !u!<classID> &<fileID> block. Resolve per-block, taking the changed side for single-side edits and doing a true 3-way merge for blocks changed on both sides, then verify every referenced fileID still has a defining block.

When should I hand-edit Unity YAML instead of using the Editor?▼

Only as a last resort: when a compile failure prevents deserialization, when editing .meta files or hidden ProjectSettings fields with no API, or when resolving merge conflicts. For normal object, prefab, or scene work, use Editor or REST APIs instead.

Why does changing a Unity GUID break asset references?▼

A GUID identifies an asset project-wide, and every .unity, .prefab, .asset, and .meta file referencing it stores that value. Changing the GUID without updating all referencing files in the same change orphans those references, so grep the whole project first.

How do I safely delete a missing component from a Unity scene file?▼

Remove the entire --- !u!114 &<fileID> MonoBehaviour block and the matching {component: {fileID: <fileID>}} entry under the owner GameObject's m_Component list. Removing only one of the two corrupts the file.