Ceres
SkillDev toolsPractical 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.
No other account needed.
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
- Locate the Ceres package before making decisions. Common locations:
Packages/CeresPackages/com.kurisu.ceres- a Unity package listed as
com.kurisu.ceres
- Read the relevant Ceres source near the user's task.
- Choose one path below and load only the matching reference file.
Extension Paths
- Core services: Read
references/core.mdwhen working with pooling, events, configs, resources, content builds, data tables, schedulers, serialization, collections, R3, tasks, or runtime modules. - Animation Binary: Read
references/animation-packing.mdwhen working with.animbin, Animation Packing, or its Editor importer and authoring tools. - Gameplay systems: Read
references/gameplay.mdwhen 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.mdwhen creating or modifying Flow containers, graph assets, runtime objects, ScriptableObject containers, or[GenerateFlow]classes. - Events and executable functions: Read
references/events-and-functions.mdwhen exposing C# APIs to Flow, adding[ImplementableEvent], creating custom[ExecutableEvent]event types, or writingExecutableFunctionLibraryclasses. - Custom nodes: Read
references/custom-nodes.mdwhen implementing a custom node, generic node, port-array node, port metadata, or custom node behavior. - Troubleshooting: Read
references/troubleshooting.mdwhen 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
CeresthroughCeres.GraphandCeres.FlowtoCeres.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, andFlowGraphScriptableObjectbefore designing custom containers. - Prefer
[ExecutableFunction]andExecutableFunctionLibraryfor 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