Unity development toolkit for Claude Code: create projects from a prompt (unity-init), launch the editor and wait for MCP (unity-launch), verify work (unity-verify), write correct Unity C# (unity-csharp), drive scenes/prefabs (unity-scene), generate assets in Unity or Blender (unity-assets), and build players (unity-build). Built around CoplayDev's MCP for Unity and ahujasid's blender-mcp.
Diagnose the Unity editor / MCP bridge connection
Fix a Unity bug test-first (failing repro test before the fix)
Create and bootstrap a new Unity project from a game concept
Playtest the game — verify input reaches gameplay, drive a play session, screenshot proof
Verify the project, then build a player
Finds game-ready assets — 3D models, textures, HDRIs, sprites, audio — across PolyHaven, Kenney, Sketchfab, OpenGameArt, itch.io, and the Unity Asset Store, returning a license-checked shortlist with import notes. Use when the user needs existing art/audio rather than generated-from-scratch assets.
Runs multi-step 3D modeling/texturing sessions in Blender via the blender MCP server and exports game-ready FBX/glTF into the Unity project's Assets folder. Use for custom 3D asset creation or edits — the Blender code and screenshot iterations stay out of the main conversation.
Researches Unity APIs, official documentation, packages (official registry + OpenUPM), and community answers, and returns a distilled answer with sources — keeping the page-fetching out of the main conversation. Use for "how does X work in Unity", API signature checks, version-specific behavior, package discovery/comparison, or deprecation questions.
Runs the Unity verify loop — recompile, console error check, Edit/Play Mode tests, optional play-mode smoke test — via the MCP for Unity tools, and reports a concise pass/fail summary. Use after C#, scene, or prefab changes to verify without flooding the main conversation with console/test output.
Game design method for small teams — core-loop-first thinking, scope discipline, first-playable-slice planning, juice, playtesting. Use when starting a project, when the user proposes features, when fun is in question, or when maintaining Docs/DESIGN.md.
Battle-tested architecture patterns for Unity games — state machines, object pooling, ScriptableObject event channels, save systems, scene architecture, singletons done safely. Use when structuring gameplay code, when a script grows past one responsibility, or when spawning/saving/scene-flow comes up.
Animator controllers, animation clips, 2D sprite/rig animation, and animation-driven gameplay in Unity. Use when creating or wiring animations, Animator state machines, blend trees, animation events, or importing animated art (Aseprite/rigged sprites/FBX).
Generate or import game assets — images/sprites, 3D models, audio — using MCP for Unity's asset_gen tools or the Blender MCP pipeline (PolyHaven, Hyper3D, Sketchfab). Use when the user wants art, models, textures, HDRIs, or audio created or brought into a Unity project.
Unity audio — AudioSources, Mixer routing, 2D/3D sound, pooling, music systems — plus the audio generation pipelines (ElevenLabs MCP, in-Unity generate_audio, CC0 stock packs). Use when adding, generating, importing, or wiring any sound or music in a Unity project.
Modifies files
Hook triggers on file write and edit operations
Requires secrets
Needs API keys or credentials to function
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Uses power tools
Uses Bash, Write, or Edit tools
Uses power tools
Uses Bash, Write, or Edit tools
A Claude Code plugin for Unity game development: project init from a prompt, editor automation via MCP for Unity, a verify loop, Unity C#/scene/animation/DOTS skills, asset pipelines (in-Unity generation + blender-mcp), and research/asset-scout/modeling agents.
→ Full documentation: unity-kit/README.md
claude plugin marketplace add Benjamin-Curlier/unity-kit
claude plugin install unity-kit@bencu-plugins
Each release ships two zips: the plugin itself, and a scaffold to drop into an existing Unity project folder. See Releases.
MIT licensed.
npx claudepluginhub benjamin-curlier/unity-kit --plugin unity-kitAccess thousands of AI prompts and skills directly in your AI coding assistant. Search prompts, discover skills, save your own, and improve prompts with AI.
Consult multiple AI coding agents (Gemini, OpenAI, Grok, Perplexity, plus codex, antigravity, and grok CLIs when installed) to get diverse perspectives on coding problems
Production-grade engineering skills for AI coding agents — covering the full software development lifecycle from spec to ship.
Evidence-gated AI coding workflow: scan → analyze → plan → TDD → execute → fix → verify → review, powered by Codebase Memory MCP >= 0.9.0 with optional Serena LSP intelligence. Includes blast-radius planning, test/cycle gates, independent review, and Windows Git Bash hook auto-resolution.
Feature development with code-architect/explorer/reviewer agents, CLAUDE.md audit and session learnings, and Agent Skills creation with eval benchmarking from Anthropic.
Complete developer toolkit for Claude Code