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4 changes: 0 additions & 4 deletions skills/asset-transformer-toolkit/SECURITY.md
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Expand Up @@ -13,7 +13,3 @@ This skill has the agent write C# and run it inside the user's live Unity Editor
- **Only the user's own Editor.** The code runs in the Editor open on this machine. It can't reach another machine or another user's Editor.
- **Narrow purpose.** The scripts create or modify RuleSet assets through the documented Asset Transformer API, then validate them against the checklist in `references/`.
- **No remote code.** The agent runs C# it writes from this skill's own recipes. Nothing downloaded from outside is executed.

## Background

This skill ran code through the AI Assistant's built-in `RunCommand` tool before it moved to the public catalog. Automated checks don't flag it, because it never names `unity command eval`, so this file records the capability explicitly. Ziyi Zhang accepted this risk on 2026-09-25.
4 changes: 0 additions & 4 deletions skills/audio-setup-mixers/SECURITY.md
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Expand Up @@ -14,7 +14,3 @@ This skill has the agent run C# inside the user's open Unity Editor through `uni
- **Capability gate.** `eval` is only available when the project's Pipeline package provides it.
- **No remote code.** The agent runs C# it writes from this skill's own recipes. Nothing downloaded from outside is executed.
- **Named commands first.** When a dedicated `unity command` covers a step, the skill uses it instead of `eval`.

## Background

The `unity command eval` wording was added when this skill moved from the AI Assistant's built-in `RunCommand` tool to the `unity` CLI, not by the skill's original author. Ziyi Zhang, who made that change, accepted this risk on 2026-09-25.
4 changes: 0 additions & 4 deletions skills/generate-editor-search-query/SECURITY.md
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Expand Up @@ -15,7 +15,3 @@ This skill has the agent run C# inside the user's open Unity Editor through `uni
- **No remote code.** The agent runs C# it writes from this skill's own recipes. Nothing downloaded from outside is executed.
- **Query passed base64-encoded, not interpolated as text.** The generated Unity Search query is base64-encoded before it is embedded in the C# snippet, and decoded back to a string inside the snippet. A query containing `"` can't break out of the C# string, and a query containing `'` can't break the shell's single-quoting around `--code` — base64's alphabet (`A-Z a-z 0-9 + / =`) contains neither character, so the query text can never change the code that runs.
- **Read-only.** The snippet only opens the Search window; it does not select, rename, delete, move, import, edit, or save anything.

## Background

Pending owner review.
233 changes: 0 additions & 233 deletions skills/implement-in-app-purchases/README.md

This file was deleted.

2 changes: 1 addition & 1 deletion skills/implement-in-app-purchases/SKILL.md
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@@ -1,6 +1,6 @@
---
name: implement-in-app-purchases
description: Implements, configures, and debugs Unity In-App Purchases, including subscriptions, receipt validation, and direct-to-customer payments via Stripe or Coda. Use when asked about real-money purchases or microtransactions, or migrating from native store billing, RevenueCat, or Adapty.
description: Implements, configures, and debugs Unity In-App Purchases, including subscriptions, receipt validation, and direct-to-customer payments via Stripe or Coda. Use when asked about real-money purchases or microtransactions, or migrating from native store billing, RevenueCat, Adapty, Essential Kit, or UniPay.
---

# Unity In-App Purchasing
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Expand Up @@ -304,14 +304,7 @@ If the project already has a `StoreController` for Apple App Store or Google Pla
Before initiating purchase, use `GetEligiblePaymentProviders()` to confirm that at least one payment provider is available for the current user and region. Call this after `Connect()` and `FetchProducts()` succeed:

```csharp
var svc = store.PaymentProviderStoreExtendedService;
if (svc == null)
{
// No payment provider service — hide purchase UI or show an error
return;
}

var eligible = await svc.GetEligiblePaymentProviders();
var eligible = await store.PaymentProviderStoreExtendedService?.GetEligiblePaymentProviders();
if (eligible == null || eligible.Providers.Count == 0)
{
// No payment providers available — hide purchase UI or show an error
Expand Down Expand Up @@ -346,8 +339,7 @@ Then initiate purchase with the `catalogListingId`:
```csharp
public async void Buy(string catalogListingId)
{
var svc = store.PaymentProviderStoreExtendedService;
var eligibility = svc != null ? await svc.GetEligiblePaymentProviders() : null;
var eligibility = await store.PaymentProviderStoreExtendedService?.GetEligiblePaymentProviders();
if (eligibility?.Providers.Count > 0)
{
// Show the Purchase Options UI — lets the player pick native, D2C, or webshop
Expand Down Expand Up @@ -495,14 +487,8 @@ Returns `null` when the product wasn't fetched through the PaymentProvider store
Skip the picker entirely and open the webshop for a specific listing (or the generic Unity webshop when `catalogListingId` is null):

```csharp
var svc = store.PaymentProvidersExtendedPurchaseService;
if (svc == null)
{
// No payment provider purchase service — surface an error or hide the entry point
return;
}

await svc.RedirectToWebshop("coins_100_offer_usd");
await store.PaymentProvidersExtendedPurchaseService?
.RedirectToWebshop("coins_100_offer_usd");
```

The SDK fetches the webshop URL, runs the registered compliance callback (`SetComplianceCheck`), and opens the URL on approval. Network failures propagate as exceptions on the returned `Task`; compliance rejection routes through the standard `OnPurchaseFailed` path.
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4 changes: 0 additions & 4 deletions skills/migrate-birp-to-urp/SECURITY.md
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Expand Up @@ -14,7 +14,3 @@ This skill has the agent run C# inside the user's open Unity Editor through `uni
- **Capability gate.** `eval` is only available when the project's Pipeline package provides it.
- **No remote code.** The agent runs C# it writes from this skill's own recipes. Nothing downloaded from outside is executed.
- **Named commands first.** When a dedicated `unity command` covers a step, the skill uses it instead of `eval`.

## Background

The `unity command eval` wording was added when this skill moved from the AI Assistant's built-in `RunCommand` tool to the `unity` CLI, not by the skill's original author. Ziyi Zhang, who made that change, accepted this risk on 2026-09-25.
4 changes: 0 additions & 4 deletions skills/optimize-audio/SECURITY.md
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Expand Up @@ -14,7 +14,3 @@ This skill has the agent run C# inside the user's open Unity Editor through `uni
- **Capability gate.** `eval` is only available when the project's Pipeline package provides it.
- **No remote code.** The agent runs C# it writes from this skill's own recipes. Nothing downloaded from outside is executed.
- **Named commands first.** When a dedicated `unity command` covers a step, the skill uses it instead of `eval`.

## Background

The `unity command eval` wording was added when this skill moved from the AI Assistant's built-in `RunCommand` tool to the `unity` CLI, not by the skill's original author. Ziyi Zhang, who made that change, accepted this risk on 2026-09-25.
4 changes: 0 additions & 4 deletions skills/optimize-web/SECURITY.md
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Expand Up @@ -14,7 +14,3 @@ This skill has the agent run C# inside the user's open Unity Editor through `uni
- **Capability gate.** `eval` is only available when the project's Pipeline package provides it.
- **No remote code.** The agent runs C# it writes from this skill's own recipes. Nothing downloaded from outside is executed.
- **Named commands first.** When a dedicated `unity command` covers a step, the skill uses it instead of `eval`.

## Background

The `unity command eval` wording was added when this skill moved from the AI Assistant's built-in `RunCommand` tool to the `unity` CLI, not by the skill's original author. Ziyi Zhang, who made that change, accepted this risk on 2026-09-25.
4 changes: 0 additions & 4 deletions skills/sprite-editor/SECURITY.md
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Expand Up @@ -14,7 +14,3 @@ This skill has the agent run C# inside the user's open Unity Editor through `uni
- **Capability gate.** `eval` is only available when the project's Pipeline package provides it.
- **No remote code.** The agent runs C# it writes from this skill's own recipes. Nothing downloaded from outside is executed.
- **Named commands first.** When a dedicated `unity command` covers a step, the skill uses it instead of `eval`.

## Background

The `unity command eval` wording was added when this skill moved from the AI Assistant's built-in `RunCommand` tool to the `unity` CLI, not by the skill's original author. Ziyi Zhang, who made that change, accepted this risk on 2026-09-25.
4 changes: 0 additions & 4 deletions skills/urp-postprocessing/SECURITY.md
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Expand Up @@ -14,7 +14,3 @@ This skill has the agent run C# inside the user's open Unity Editor through `uni
- **Capability gate.** `eval` is only available when the project's Pipeline package provides it.
- **No remote code.** The agent runs C# it writes from this skill's own recipes. Nothing downloaded from outside is executed.
- **Named commands first.** When a dedicated `unity command` covers a step, the skill uses it instead of `eval`.

## Background

The `unity command eval` wording was added when this skill moved from the AI Assistant's built-in `RunCommand` tool to the `unity` CLI, not by the skill's original author. Ziyi Zhang, who made that change, accepted this risk on 2026-09-25.
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