Install
$ agentstack add skill-nice-wolf-studio-unity-claude-skills-unity-scene-assets ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
About
Scene & Asset Management -- Decision Patterns
> Prerequisite skills: unity-foundations/references/prefabs-and-scenes.md (SceneManager API, additive loading), unity-async-patterns (Addressables handle lifecycle, async loading), unity-game-architecture (bootstrap patterns)
These patterns address the most common asset management failures: Claude hardcodes Resources.Load, ignores async loading, and does not account for memory lifecycle.
PATTERN: Scene Architecture Strategy
WHEN: Structuring a project's scenes for a real game (not a prototype)
DECISION:
- Single scene -- Game jam, prototype, tiny game. Everything in one scene. No loading, no complexity. Outgrow it quickly.
- Scene-per-level -- Linear progression (platformers, puzzle games).
LoadScene(name, LoadSceneMode.Single)between levels. Clean separation but no shared state withoutDontDestroyOnLoad. - Additive scene composition -- Open worlds, persistent HUD, shared systems. A "Boot" or "Persistent" scene stays loaded, gameplay/UI scenes load additively. Most flexible, most complex.
SCAFFOLD (Additive scene coordinator):
using UnityEngine;
using UnityEngine.SceneManagement;
public class SceneCoordinator : MonoBehaviour
{
[SerializeField] private string persistentSceneName = "Persistent";
private string _currentContentScene;
public static SceneCoordinator Instance { get; private set; }
void Awake()
{
if (Instance != null) { Destroy(gameObject); return; }
Instance = this;
DontDestroyOnLoad(gameObject);
}
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
static void ResetStatic() => Instance = null;
///
/// Load a content scene additively, unloading the previous one.
/// The persistent scene stays loaded.
///
public async Awaitable LoadContentScene(string sceneName)
{
// Unload previous content scene
if (!string.IsNullOrEmpty(_currentContentScene))
{
await SceneManager.UnloadSceneAsync(_currentContentScene);
}
// Load new content scene
await SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
_currentContentScene = sceneName;
// Set active scene for lighting and new object spawning
SceneManager.SetActiveScene(SceneManager.GetSceneByName(sceneName));
}
}
GOTCHA: SceneManager.SetActiveScene determines which scene's lighting settings apply and where newly instantiated objects are placed. Forgetting this causes objects spawning in the persistent scene (wrong lightmaps, wrong navmesh). The persistent scene must be in Build Settings at index 0. Every additive scene must also be in Build Settings.
PATTERN: Asset Loading Strategy
WHEN: Choosing how to load assets at runtime
DECISION:
- Direct references (
[SerializeField]) -- Small projects where all assets are always in memory. Simplest. Assets load with the scene. No manual lifecycle management. - Resources.Load -- Legacy. Avoid for new projects. The entire Resources folder is indexed at startup (slow) and included in builds (bloated).
- Addressables -- Medium-large projects, dynamic content, DLC, remote assets. Async, reference-counted, labelable. Requires learning the lifecycle.
SCAFFOLD (AssetReference pattern):
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
public class EnemySpawner : MonoBehaviour
{
[SerializeField] private AssetReference enemyPrefabRef; // Assign in Inspector
private AsyncOperationHandle _handle;
public async Awaitable SpawnEnemy(Vector3 position)
{
// Load the asset (ref-counted -- safe to call multiple times)
_handle = enemyPrefabRef.LoadAssetAsync();
var prefab = await _handle.Task;
return Instantiate(prefab, position, Quaternion.identity);
}
void OnDestroy()
{
// Release when no longer needed
if (_handle.IsValid())
Addressables.Release(_handle);
}
}
GOTCHA: Resources.Load is synchronous, includes all assets in the Resources folder in the build (even unused ones), and has no unloading strategy. Migration: replace Resources.Load("path") with Addressables.LoadAssetAsync("path"). AssetReference fields in the Inspector let you select Addressable assets without string keys -- prefer these over string-based loading.
PATTERN: Addressables Group Strategy
WHEN: Organizing assets into Addressable groups for build and loading
DECISION:
- By scene/level -- Level-based games. Load all assets for a level together. Unload when leaving. Clean memory lifecycle.
- By type -- All characters, all VFX, all audio in separate groups. Good for shared assets used across multiple scenes.
- By frequency -- Core (always loaded: UI, player, common VFX), On-demand (enemy variants, level-specific), Rare (boss, cutscene, seasonal).
SCAFFOLD (Label-based loading):
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
using System.Collections.Generic;
public class LevelAssetLoader : MonoBehaviour
{
private AsyncOperationHandle> _levelAssetsHandle;
public async Awaitable PreloadLevel(string levelLabel)
{
// Load all assets tagged with the level label
_levelAssetsHandle = Addressables.LoadAssetsAsync(
levelLabel,
asset => Debug.Log($"Loaded: {asset.name}")
);
await _levelAssetsHandle.Task;
}
public void UnloadLevel()
{
if (_levelAssetsHandle.IsValid())
Addressables.Release(_levelAssetsHandle);
}
}
GOTCHA: Too many small groups create catalog overhead (each group = bundle metadata). Too few large groups force loading unneeded assets. Target 5-20 groups for most projects. Profile with the Addressables Event Viewer (Window > Asset Management > Addressables > Event Viewer) to verify load/unload timing.
PATTERN: Loading Screen Coordination
WHEN: Transitioning between gameplay sections with asset loading
DECISION:
- AsyncOperation.allowSceneActivation -- Simple fade-to-black. Load to 90%, display loading screen, activate on ready. Single-scene approach.
- Additive loading screen scene -- Persistent loading UI in its own scene. Better for complex transitions with progress bars and tips.
SCAFFOLD (Scene transition with progress):
public class SceneTransition : MonoBehaviour
{
[SerializeField] private float minimumLoadScreenTime = 1f; // Prevent flash
public async Awaitable TransitionTo(string sceneName, System.Action onProgress = null)
{
// Show loading screen
await SceneManager.LoadSceneAsync("LoadingScreen", LoadSceneMode.Additive);
float startTime = Time.realtimeSinceStartup;
// Begin loading target scene (paused at 90%)
var loadOp = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
loadOp.allowSceneActivation = false;
// Unload current gameplay scene in parallel
if (!string.IsNullOrEmpty(_currentContentScene))
{
var unloadOp = SceneManager.UnloadSceneAsync(_currentContentScene);
while (!unloadOp.isDone)
{
await Awaitable.NextFrameAsync(destroyCancellationToken);
}
}
// Wait for target to reach 90% (ready to activate)
while (loadOp.progress _handles = new();
///
/// Preload a list of Addressable keys. Reports progress 0-1.
///
public async Awaitable Preload(
IList keys,
System.Action onProgress = null,
CancellationToken token = default)
{
int loaded = 0;
int total = keys.Count;
foreach (string key in keys)
{
token.ThrowIfCancellationRequested();
var handle = Addressables.LoadAssetAsync(key);
_handles.Add(handle);
await handle.Task;
loaded++;
onProgress?.Invoke((float)loaded / total);
}
}
/// Release all preloaded assets.
public void ReleaseAll()
{
foreach (var handle in _handles)
{
if (handle.IsValid())
Addressables.Release(handle);
}
_handles.Clear();
}
void OnDestroy() => ReleaseAll();
}
GOTCHA: Releasing an Addressable handle while instantiated objects still reference the loaded asset causes pink/missing materials at best, crashes at worst. Always destroy all instances before releasing the asset handle. Use Addressables.InstantiateAsync instead of manual LoadAssetAsync + Instantiate when you want automatic tracking -- then use Addressables.ReleaseInstance to clean up.
Resources-to-Addressables Migration Checklist
| Step | Action | |------|--------| | 1 | Install Addressables package (com.unity.addressables) | | 2 | Open Window > Asset Management > Addressables > Groups | | 3 | Create default settings if prompted | | 4 | Move assets OUT of Resources/ folders to regular asset folders | | 5 | Mark assets as Addressable (Inspector checkbox or drag to group) | | 6 | Replace Resources.Load("path") with Addressables.LoadAssetAsync("path") | | 7 | Add handle tracking and Addressables.Release() calls | | 8 | Replace Resources.LoadAll() with label-based Addressables.LoadAssetsAsync | | 9 | Delete empty Resources/ folders | | 10 | Test with Addressables Event Viewer to verify no leaks |
Keep in Resources: Editor-only assets, test fixtures, assets needed before Addressables initializes (splash screen).
Related Skills
- unity-foundations/references/prefabs-and-scenes.md -- SceneManager API, additive loading (do not duplicate)
- unity-async-patterns -- Addressables AsyncOperationHandle lifecycle, async cancellation (do not duplicate)
- unity-game-architecture -- Boot scene bootstrap, Service Locator for scene management
- unity-performance -- Memory profiling, Addressables memory tracking
Additional Resources
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: Nice-Wolf-Studio
- Source: Nice-Wolf-Studio/unity-claude-skills
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.