Agent skill

Unity Csharp Edit

by akiojin in akiojin/unity-cli

Implement, fix, and refactor Unity C code with unity-cli write tools.

MITAuto-check passedGame Development

Install Unity Csharp Edit

skills CLI
$ npx skills add akiojin/unity-cli --skill unity-csharp-edit -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install akiojin/unity-cli unity-csharp-edit --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/akiojin/unity-cli.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude-plugin/plugins/unity-cli/skills/unity-csharp-edit .claude/skills/unity-csharp-edit && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
unity-csharp-edit
GitHub stars
107
Token cost
~979 tokens
SKILL.md length
303 words
Files
6 (incl. references)
Skills in repo
28
Repo updated
First seen
Licence
MIT

At a glance

Implement, fix, and refactor Unity C code with unity-cli write tools.

  • Works in 5 steps: Decide the write shape: symbol edit,… → Read only the minimum context with read,… → Preview risky symbol edits with apply:… → …
  • The user wants to change behavior in .cs files
  • SKILL.md covers Use When, Do Not Use When, Preferred Flow and Examples, plus 1 more section
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Unity Csharp Edit is an agent skill from akiojin/unity-cli. 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 a symbol, add or remove members, or change project or package settings as part of a code change. Do not use for read-only inspection with no planned edit; use unity-csharp-navigate instead.

Its SKILL.md is about 980 tokens, which your agent loads only when the skill is triggered. The skill folder holds 6 other files, including reference files (for example `references/file-write-recipes.md`, `references/lsp-write-safety.md` and `references/runtime-checklist.md`).

It sits in Game Development, covering Refactoring. It works with C#. The repository describes itself as: Rust CLI for Unity Editor automation over Unity TCP protocol. The licence is MIT.

When your agent uses it

  • The user wants to change behavior in .cs files
  • Rewrite scripts
  • Update multiple C files together
  • Rename a symbol

Example prompts

  • “/unity-csharp-edit”

Requirements

  • Pre-approved tools (allowed-tools): Bash(unity-cli:*), Read, Grep, Glob, Edit, Write

Workflow steps

5 steps, taken from the first numbered list in SKILL.md.

  1. Decide the write shape: symbol edit, full-file write, multi-file write, or settings change.
  2. Read only the minimum context with read, get_symbols, find_symbol, or find_refs.
  3. Preview risky symbol edits with apply: false.
  4. Apply with refresh, waitForCompile, and updateIndex when later steps depend on clean diagnostics.
  5. Inspect changedFiles, changedSymbols, and diagnostics; fix compilation issues before unrelated follow-up.

What it can do on your machine

Read from SKILL.md and the folder at commit 7f45d7a. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves these tools, so the agent can use them without asking each time:

    • Bash(unity-cli:*)
    • Read
    • Grep
    • Glob
    • Edit
    • Write

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are bash).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Unity Csharp Edit loads about 979 tokens when it runs, and up to ~3.4k if it reads all its reference files. Until then it costs about 102 tokens; SKILL.md has 303 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~102
When it runs · the whole SKILL.md, loaded when a task matches
~979
With references · SKILL.md plus every file in references/, read only if the agent opens them
~3.4k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from akiojin/unity-cli at commit 7f45d7a, republished under its MIT licence (© akiojin). 303 words, ~979 tokens.

Download SKILL.mdSave it as .claude/skills/unity-csharp-edit/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.
name
unity-csharp-edit
description
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 a symbol, add or remove members, or change project or package settings as part of a code change. Do not use for read-only inspection with no planned edit; use `unity-csharp-navigate` instead.
allowed-tools
Bash(unity-cli:*), Read, Grep, Glob, Edit, Write
metadata.author
akiojin
metadata.version
0.3.0
metadata.category
code
metadata.triggers
csharp, script, rename, refactor, symbol, setting
metadata.siblings
unity-ui-toolkit-build, unity-csharp-navigate, unity-csharp-reference, unity-editor-tools, unity-cli-usage, unity-gameobject-edit

Unity C# Edit

With --output json, results use {success, command, data, errors, warnings}. Check the exit status and envelope success first; tool-result fields in this skill are relative to data. Read failure codes from errors[0].code; see unity-cli-usage for exit-code recovery.

Implement Unity C# changes with unity-cli as the primary write path. Prefer the smallest write primitive that keeps the change correct, and preserve Unity serialization, UI binding paths, and editor/runtime boundaries.

Use When

  • The user intends to change C# behavior in .cs files.
  • The user wants to create or rewrite scripts (single or coordinated multi-file).
  • The user asks for a symbol rename, member add/remove, or refactor.
  • The user changes project or package settings as part of a code change.

Do Not Use When

  • Build a complete UXML/USS UI Toolkit screen and verify its interactions: use unity-ui-toolkit-build.

  • The task is read-only investigation; use unity-csharp-navigate.

  • The work targets Editor state inspection (console, profiler, packages); use unity-editor-tools.

Preferred Flow

  1. Decide the write shape: symbol edit, full-file write, multi-file write, or settings change.
  2. Read only the minimum context with read, get_symbols, find_symbol, or find_refs.
  3. Preview risky symbol edits with apply: false.
  4. Apply with refresh, waitForCompile, and updateIndex when later steps depend on clean diagnostics.
  5. Inspect changedFiles, changedSymbols, and diagnostics; fix compilation issues before unrelated follow-up.
bash
unity-cli raw get_symbols --json '{"path":"Assets/Scripts/Player.cs"}'
unity-cli raw rename_symbol --json '{"relative":"Assets/Scripts/Player.cs","namePath":"Player/Jump","newName":"Leap","apply":false}'
unity-cli raw apply_csharp_edits --json '{"files":[{"relative":"Assets/Scripts/IPlayerMover.cs","newText":"public interface IPlayerMover { void Move(); }\n"}],"validate":true,"apply":true,"waitForCompile":true,"updateIndex":true}'
unity-cli raw get_compilation_state --json '{}'

Examples

  • "Implement dash cooldown in PlayerController.cs and update the related tests."
  • "Rename Jump to Leap across the player package without breaking serialized field names."
  • "Create a new editor utility script and change the matching project setting."
  • "Refactor an interface, its implementation, and the tests in one coordinated write."

References

© akiojin, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 5 other files (references) in .claude-plugin/plugins/unity-cli/skills/unity-csharp-edit of akiojin/unity-cli.

  • SKILL.md
  • references/file-write-recipes.md
  • references/lsp-write-safety.md
  • references/runtime-checklist.md
  • references/settings-write-recipes.md
  • references/unity-implementation-guidelines.md

Open the folder on GitHubat commit 7f45d7a

Compare with similar skills

Unity Csharp Edit next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Unity Csharp Edit compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Unity Csharp Edit this skillakiojin/unity-cli107—~979Automated safety check: PassMIT
Aibridge Development WorkflowFlameskyDexive/Legends-Of-Heroes929—~790Automated safety check: PassMIT
Refactoring CodeJetBrains/skills3631 repos~1.9kAutomated safety check: PassNone
Winui AppLanceMcCarthy/DevOpsExamples1721 repos~2.8kAutomated safety check: PassApache-2.0
Add Refactoringdotnet/roslynator3.5k—~946Automated safety check: PassCustom licence
Dynamo Dotnet ExpertDynamoDS/Dynamo2k—~909Automated safety check: PassApache-2.0

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Works with

Questions about Unity Csharp Edit

What does Unity Csharp Edit do?

Implement, fix, and refactor Unity C code with unity-cli write tools. Unity Csharp Edit is an agent skill from akiojin/unity-cli. Implement, fix, and refactor Unity C code with unity-cli write tools.

When should I use Unity Csharp Edit?

Unity Csharp Edit fits situations like: the user wants to change behavior in .cs files; rewrite scripts; update multiple C files together; rename a symbol.

How do I install Unity Csharp Edit in Claude Code?

Run `npx skills add akiojin/unity-cli --skill unity-csharp-edit -a claude-code`. Or copy the skill folder (.claude-plugin/plugins/unity-cli/skills/unity-csharp-edit in akiojin/unity-cli) into .claude/skills/unity-csharp-edit in your project. Claude Code loads it when a task matches its description.

How do I install Unity Csharp Edit in Codex?

Run `npx skills add akiojin/unity-cli --skill unity-csharp-edit -a codex`. Or copy the skill folder (.claude-plugin/plugins/unity-cli/skills/unity-csharp-edit in akiojin/unity-cli) into .agents/skills/unity-csharp-edit in your project. Codex loads it when a task matches its description.

Can I use Unity Csharp Edit in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add akiojin/unity-cli --skill unity-csharp-edit -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/unity-csharp-edit, .gemini/skills/unity-csharp-edit, .github/skills/unity-csharp-edit and .opencode/skills/unity-csharp-edit in your project.

What does Unity Csharp Edit need to run?

SKILL.md names no scripts, command-line tools or credentials: Unity Csharp Edit is instructions for the agent only. Its frontmatter pre-approves these tools: Bash(unity-cli:*), Read, Grep, Glob, Edit, Write.

Does Unity Csharp Edit access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Unity Csharp Edit safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Unity Csharp Edit use?

Unity Csharp Edit is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Unity Csharp Edit use?

About 979 tokens (SKILL.md is roughly 3.9k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 2.4k tokens, read only when the agent opens those files.

What are the alternatives to Unity Csharp Edit?

Skills that share tags, products or a category with Unity Csharp Edit: Aibridge Development Workflow (FlameskyDexive/Legends-Of-Heroes, 929 stars), Refactoring Code (JetBrains/skills, 363 stars), Winui App (LanceMcCarthy/DevOpsExamples, 172 stars) and Add Refactoring (dotnet/roslynator, 3.5k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Unity Csharp Edit?

akiojin (a GitHub user) maintains it in akiojin/unity-cli, which has 107 GitHub stars. The repository holds 28 skills in this directory. The repository was last updated on October 5, 2026.

Source: akiojin/unity-cli on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.