Ceres

SkillDev tools

Practical handbook for using and extending the unified Ceres Unity framework. Use when Codex needs to work with Ceres Core services, Gameplay systems, Flow containers, events, executable functions, custom nodes, code generation, ILPP, linker behavior, or hot reload.

Available today. Use it from your connected AI after setup.

Connect ahel once, and every AI you use reads what you have installed.

Then ask your AI: use the Ceres skill

What this skill tells your AI

The instructions your AI receives, as published by akikurisu/ceres in .agents/skills/ceres/SKILL.md and read by ahel’s review.

Use this skill when working with a Ceres module in a Unity project. Prefer existing package patterns over inventing parallel framework infrastructure.

First Steps

  1. Locate the Ceres package before making decisions. Common locations:
    • Packages/Ceres
    • Packages/com.kurisu.ceres
    • a Unity package listed as com.kurisu.ceres
  2. Read the relevant Ceres source near the user's task.
  3. Choose one path below and load only the matching reference file.

Extension Paths

  • Core services: Read references/core.md when working with pooling, events, configs, resources, content builds, data tables, schedulers, serialization, collections, R3, tasks, or runtime modules.
  • Animation Binary: Read references/animation-packing.md when working with .animbin, Animation Packing, or its Editor importer and authoring tools.
  • Gameplay systems: Read references/gameplay.md when working with GameWorld, Actor, Level, Audio, Animation, Graphics, AI/EQS, Mod, FX, Capture, resource caches, or Gameplay Flow integration.
  • Containers and code generation: Read references/containers-and-codegen.md when creating or modifying Flow containers, graph assets, runtime objects, ScriptableObject containers, or [GenerateFlow] classes.
  • Events and executable functions: Read references/events-and-functions.md when exposing C# APIs to Flow, adding [ImplementableEvent], creating custom [ExecutableEvent] event types, or writing ExecutableFunctionLibrary classes.
  • Custom nodes: Read references/custom-nodes.md when implementing a custom node, generic node, port-array node, port metadata, or custom node behavior.
  • Troubleshooting: Read references/troubleshooting.md when generated code, ILPP event injection, function discovery, type preservation, hot reload, or Ceres editor search behavior is wrong.

Working Rules

  • Do not change Ceres package internals for ordinary user extension work. Add extension code in the user's Unity project unless the user explicitly asks to modify Ceres itself.
  • Keep dependencies directed from Ceres through Ceres.Graph and Ceres.Flow to Ceres.Gameplay; do not make Core depend on Gameplay.
  • Keep Ceres Flow APIs in runtime assemblies and editor-only helpers in editor assemblies.
  • Prefer FlowGraphObject, FlowGraphAsset, FlowGraphInstanceObject, and FlowGraphScriptableObject before designing custom containers.
  • Prefer [ExecutableFunction] and ExecutableFunctionLibrary for exposing C# methods. Use custom nodes only when the behavior needs state, custom execution flow, async control, dynamic ports, or editor-specific node shape.
  • Do not teach or implement programmatic graph/blueprint creation from this skill unless the user explicitly asks for it; if asked, inspect the current Ceres source first because there is no single stable public GraphBuilder facade.
  • Validate with Unity compilation or the most local available compile/test signal, and inspect generated warnings when source generation or ILPP is involved.

Signals

GitHub stars
129
Forks
4
Last commit
Sep 2026
Advanced
Catalog kind
skill
Gateway key
ceres
Source
github.com/akikurisu/ceres