From unity-dev
Runs Unity from CLI for builds, tests, method execution, and asset imports. Handles installation detection, batchmode execution, and log monitoring.
How this skill is triggered — by the user, by Claude, or both
Slash command
/unity-dev:unity-runThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Execute Unity in batchmode from the command line. This skill handles finding the Unity installation and constructing the CLI command. Calling skills (tests, builds) provide the specific flags.
Execute Unity in batchmode from the command line. This skill handles finding the Unity installation and constructing the CLI command. Calling skills (tests, builds) provide the specific flags.
Starting from the current working directory, locate ProjectSettings/ProjectVersion.txt by walking up or using Glob. The directory containing ProjectSettings/ is the project root.
If the user provides a project path explicitly, use that instead.
Use the plugin's detection script:
UNITY_PATH=$("${CLAUDE_PLUGIN_ROOT}/scripts/find-unity.sh" "<project-root>")
The script auto-detects Unity via Hub config, default paths, and Hub CLI fallback. It reads the project's ProjectVersion.txt to find the matching editor version.
If detection fails, ask the user to set UNITY_EDITOR_PATH environment variable.
Construct the Unity CLI command with batchmode defaults:
"$UNITY_PATH" -batchmode -projectPath "<project-root>" <caller-flags> -logFile - -quit
Defaults (always include unless caller overrides):
-batchmode — no GUI-projectPath — the detected project root-logFile - — stream log to stdout (use a file path if caller needs to parse logs separately)-quit — exit after executionCaller provides: the purpose-specific flags (e.g., -runTests, -buildTarget, -executeMethod).
Timeout: Set to 600000ms (10 minutes) by default. Builds may need longer — caller can override.
After execution:
-logFile - was used, relevant log output is already in stdout| Purpose | Flags |
|---|---|
| Run tests | -runTests -testPlatform EditMode -testResults <path> |
| Android build | -buildTarget Android -executeMethod <method> |
| iOS build | -buildTarget iOS -executeMethod <method> |
| Execute method | -executeMethod <ClassName.MethodName> |
| Import assets | -importPackage <path> |
| No graphics | -nographics (add for headless servers) |
npx claudepluginhub dmitriyyukhanov/claude-plugins --plugin unity-devControls Unity project automation via the unity-agentic-tools CLI: install status list run stream bridge setup, and safe CLI-first Unity scene prefab asset editor workflows.
Automates Unity Editor via UniCli: runs commands, edits Assets/ and Packages/ files, compiles C#, runs EditMode/PlayMode tests, and modifies GameObjects, scenes, prefabs, assets, and project settings.
Controls the Unity Editor from the terminal via the `ucp` CLI. Automates scenes, GameObjects, assets, builds, tests, packages, and profiling over a WebSocket/JSON-RPC bridge.