npx claudepluginhub akiojin/unity-cli --plugin unity-cliSync the gh-* automation skills from the upstream skills repository into Codex and project skill directories. Use when the user asks to refresh, check, or pin `gh-fix-ci`, `gh-fix-issue`, `gh-pr`, or `gh-pr-check` in this repo or the global Codex install. Do not use for updating unity-cli workflow skills; edit those skill folders directly.
Manage Unity Addressables groups and content with unity-cli. Use when the user asks to list or create groups, add or remove entries, build or clean Addressables content, or analyze and fix Addressables issues before a build. Do not use for generic asset import settings or material editing; use asset management for those tasks.
Manage Unity assets and import metadata with unity-cli. Use when the user asks to refresh the Asset Database, inspect asset info, create or modify materials, create animation clips or sprite atlases, update import settings, or analyze asset dependencies before moving or deleting files. Do not use for Addressables-specific workflows or scene object edits.
Use unity-cli as the default interface for Unity Editor automation and local code tools. Use when the user asks how to verify the CLI, connect to Unity, switch active instances, choose between typed commands and raw tools, or troubleshoot unity-cli setup. Do not use once a more specific scene, asset, code, or testing skill clearly matches the task.
Implement, fix, and refactor Unity C# code with unity-cli write tools. Use when the user wants to change behavior in .cs files, create or rewrite scripts, update multiple C# files together, rename symbols, add or remove members, or change project or package settings as part of a code change. Prefer this skill whenever the request implies writing Unity C# code; do not use it for read-only inspection with no planned edit.
Explore Unity C# code without modifying files. Use when the user asks to read scripts, search text, find symbols, trace references, inspect namespaces or packages, or understand where a class, method, or field is used. Do not use for code edits, renames, or refactors; use the editing skill for those.
Inspect and control Unity Editor state with unity-cli. Use when the user asks to ping the editor, read console output, inspect or update project settings, run menu items, inspect windows or selection, manage packages, or capture profiler data. Do not use for scene creation, asset editing, or C# refactors that have their own dedicated skills.
Edit existing GameObjects and components in Unity with unity-cli. Use when the user asks to rename objects, move or deactivate them, change component fields, add or remove tags and layers, or delete objects or components in an existing scene. Do not use for new scene bootstrapping or prefab edit mode; those have dedicated skills.
Configure Unity Input System assets with unity-cli. Use when the user asks to create or remove action maps, add or remove actions and bindings, set up composite bindings, inspect input action assets, or manage control schemes. Do not use for runtime input simulation during tests; use the PlayMode testing skill for that workflow.
Drive Unity runtime verification with unity-cli. Use when the user asks to enter or exit Play Mode, run EditMode or PlayMode tests, simulate keyboard, mouse, gamepad, or touch input, capture screenshots or video, or inspect current test status. Do not use for authoring input action assets; use the Input System skill for that.
Manage Unity prefab assets with unity-cli. Use when the user asks to create a prefab from a scene object, open a prefab in edit mode, save prefab changes, instantiate a prefab into a scene, or update prefab asset properties. Do not use for general scene object editing outside prefab workflows.
Create and bootstrap Unity scenes with unity-cli. Use when the user asks to create a new scene, load or save a scene, add starter GameObjects, or attach components while setting up a level or test scene. Do not use for editing existing objects in place or working inside prefab edit mode; use the dedicated editing or prefab skills for those cases.
Inspect Unity scenes without mutating them. Use when the user asks to analyze scene hierarchy, list scenes, find GameObjects by name or component, inspect component values, review object references, or query animator state. Do not use for creating scenes or editing GameObjects; use the creation or editing skills for those workflows.
Automate Unity UI inspection and interaction with unity-cli. Use when the user asks to find UI elements by name or type, inspect button or input state, click UI elements, set UI values, or run short UI interaction sequences during testing. Do not use for scene creation or general PlayMode control when UI-specific targeting is not needed.
Claude Code skills for Unity MCP Server. Provides workflow-oriented guidance for C# editing, Scene/GameObject management, PlayMode testing, and Asset management using 108+ Unity automation tools.
Uses power tools
Uses Bash, Write, or Edit tools
Share bugs, ideas, or general feedback.
Control Unity Editor from Claude Code using UniCli CLI
CLI for reading and editing Unity scenes, prefabs, and assets with minimal token usage. Native Rust backend for efficient parsing of large game engine files.
Unity Editor automation plugin powered by the Unity Control Protocol base skill.
Claude Code plugin to integrate unity-cli into Unity development workflows
Unity Development Toolkit - Expert agents for scripting/refactoring/optimization, script templates, and Agent Skills for Unity C# development