From unity3d-mcp
Expert instructions for automated Unity Editor control. Includes project lifecycle management, scene manipulation, and CLI-based tool interaction.
How this skill is triggered — by the user, by Claude, or both
Slash command
/unity3d-mcp:unity-editor-automationThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
This skill provides the foundational logic for orchestrating Unity Editor operations through the `unity3d-mcp` server.
This skill provides the foundational logic for orchestrating Unity Editor operations through the unity3d-mcp server.
execute_unity_method) to perform operations that don't required a visible editor.Scenario: Unity Editor is open, and you want to see changes happening live.
unity3d_editor_apiMCPBridge.cs must be installed in your project.Scenario: Unity is closed, or you are running in a CI/CD environment.
unity3d_disk_apiUnityPy Python library (integrated).To enable Hands-In live control, you must install the MCP bridge in your Unity project.
MCPBridge.cs script in the src/unity3d_mcp/resources/ directory of this server.MCPBridge.cs into your Unity project's Assets/Editor folder (create the folder if it doesn't exist).[MCP] Bridge active message in the Unity Console. You can also use the unity3d_bridge_status tool to check connection status.To create a SOTA-compliant Unity project:
create_unity_project with a descriptive path.switch_platform.install_univrm and install_asset_package.For advanced automation, use execute_unity_method:
[MenuItem] or static method accessible to the editor.Status: ✅ SOTA v12.0 Compliant Author: Unity3D-MCP Intelligence
Creates bite-sized, testable implementation plans from specs or requirements, with file structure and task decomposition. Activates before coding multi-step tasks.
npx claudepluginhub sandraschi/unity3d-mcp