Uloop Execute Dynamic Code
CyberAgentGameEntertainment/NovaShader
Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough.
Build UI Toolkit screens with unity-cli. An agent skill from akiojin/unity-cli.
$ npx skills add akiojin/unity-cli --skill unity-ui-toolkit-build -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install akiojin/unity-cli unity-ui-toolkit-build --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ 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-ui-toolkit-build .claude/skills/unity-ui-toolkit-build && rm -rf skills-srcUse ~/.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/
Install the "unity-ui-toolkit-build" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-ui-toolkit-build into .claude/skills/unity-ui-toolkit-build/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-ui-toolkit-build", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-ui-toolkit-buildType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add akiojin/unity-cli --skill unity-ui-toolkit-build -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install akiojin/unity-cli unity-ui-toolkit-build --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/akiojin/unity-cli.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude-plugin/plugins/unity-cli/skills/unity-ui-toolkit-build .agents/skills/unity-ui-toolkit-build && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "unity-ui-toolkit-build" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-ui-toolkit-build into .agents/skills/unity-ui-toolkit-build/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-ui-toolkit-build", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add akiojin/unity-cli --skill unity-ui-toolkit-build -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install akiojin/unity-cli unity-ui-toolkit-build --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/akiojin/unity-cli.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude-plugin/plugins/unity-cli/skills/unity-ui-toolkit-build .cursor/skills/unity-ui-toolkit-build && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "unity-ui-toolkit-build" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-ui-toolkit-build into .cursor/skills/unity-ui-toolkit-build/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-ui-toolkit-build", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/akiojin/unity-cli.git --path .claude-plugin/plugins/unity-cli/skills/unity-ui-toolkit-build--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add akiojin/unity-cli --skill unity-ui-toolkit-build -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install akiojin/unity-cli unity-ui-toolkit-build --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/akiojin/unity-cli.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude-plugin/plugins/unity-cli/skills/unity-ui-toolkit-build .gemini/skills/unity-ui-toolkit-build && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "unity-ui-toolkit-build" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-ui-toolkit-build into .gemini/skills/unity-ui-toolkit-build/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-ui-toolkit-build", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install akiojin/unity-cli unity-ui-toolkit-buildInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add akiojin/unity-cli --skill unity-ui-toolkit-build -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/akiojin/unity-cli.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude-plugin/plugins/unity-cli/skills/unity-ui-toolkit-build .github/skills/unity-ui-toolkit-build && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "unity-ui-toolkit-build" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-ui-toolkit-build into .github/skills/unity-ui-toolkit-build/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-ui-toolkit-build", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add akiojin/unity-cli --skill unity-ui-toolkit-build -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install akiojin/unity-cli unity-ui-toolkit-build --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/akiojin/unity-cli.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude-plugin/plugins/unity-cli/skills/unity-ui-toolkit-build .opencode/skills/unity-ui-toolkit-build && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "unity-ui-toolkit-build" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-ui-toolkit-build into .opencode/skills/unity-ui-toolkit-build/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-ui-toolkit-build", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
unity-ui-toolkit-buildBuild UI Toolkit screens with unity-cli. An agent skill from akiojin/unity-cli.
Unity UI Toolkit Build is an agent skill from akiojin/unity-cli. Build UI Toolkit screens with unity-cli. Use when the user asks to author UXML and USS, configure PanelSettings and UIDocument, bind C callbacks, and verify the screen in Play Mode. Do not use for interacting with existing UI only; use unity-ui-automation. For scene-only creation use unity-scene-create, C-only edits use unity-csharp-edit, and runtime capture alone use unity-playmode-testing.
Its SKILL.md is about 1.5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/construction.md` and `references/runtime-checklist.md`).
It sits in Game Development. It works with C#. The repository describes itself as: Rust CLI for Unity Editor automation over Unity TCP protocol. The licence is MIT.
8 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 7f45d7a. It shows what the files ask for, not the result of running them.
Pre-approves these tools, so the agent can use them without asking each time:
Bash(unity-cli:*)ReadGrepGlobFrom allowed-tools in the SKILL.md frontmatter.
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.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Unity UI Toolkit Build loads about 1.5k tokens when it runs, and up to ~4.4k if it reads all its reference files. Until then it costs about 107 tokens; SKILL.md has 596 words of instructions outside code blocks.
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.
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.
The full file from akiojin/unity-cli at commit 7f45d7a, republished under its MIT licence (© akiojin). 596 words, ~1,486 tokens.
.claude/skills/unity-ui-toolkit-build/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.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.
Take a runtime screen from UXML/USS through a saved UIDocument and C# binding to observed input, state changes, and Game-view captures. Use the existing tools and delegated skills; no separate UI authoring backend is required.
unity-ui-automation.unity-scene-create.unity-csharp-edit.unity-asset-management.unity-editor-tools.unity-playmode-testing.system ping.
Inspect scene dirty state and console before mutation; preserve unrelated work.
Confirm the target screen, paths, named controls, and expected post-click text.unity-scene-create. For an acceptance
fixture use Assets/Scenes/Generated/E2E/; reuse the requested scene otherwise.unity-editor-tools to write UXML/USS source, import it, create PanelSettings
via AssetDatabase, and assign a UIDocument. Never hand-edit .asset, .unity,
.prefab, or .meta YAML. Refuse accidental overwrite of existing assets.unity-csharp-edit, using CLI C# write
tools with refresh:false and waitForCompile:false; run the refresh and
compilation checks as separate calls in step 5. Register callbacks in OnEnable and unregister in OnDisable. Use stable,
unique UXML names, validate queries, and support Unity 2022.3 as well as Unity 6.refresh_assets, wait for compilation/domain reload with
get_compilation_state, and reconnect. If a write fails after saving a file,
inspect that file and diagnostics before retrying; do not duplicate the write.
Inspect diagnostics; attach
the compiled binding component, save assets and scene, then reload to check
persistence. Do not infer compilation success from a write response alone.unity-playmode-testing and use the construction reference's
Editor-eval Game capture recipe for UI Toolkit overlays. Wait until the
document has a ready panel. Delegate discovery/state/input to
unity-ui-automation; use the returned uitk:/Object#element paths, not uGUI
hierarchy paths or screen coordinates guessed from an image.Use a stable request ID for each mutating eval. After a timeout query
editor eval-status before retrying; timeout does not cancel execution.
For a new test scene, then a discovered document named ToolkitDemo:
unity-cli raw create_scene --json '{"sceneName":"ToolkitDemo","path":"Assets/Scenes/Generated/E2E/"}'
unity-cli raw find_ui_elements --json '{"namePattern":"submit","uiSystem":"uitk"}'
unity-cli raw get_ui_element_state --json '{"elementPath":"uitk:/ToolkitDemo#status"}'
unity-cli raw set_ui_element_value --json '{"elementPath":"uitk:/ToolkitDemo#player-name","value":"Ada"}'
unity-cli raw click_ui_element --json '{"elementPath":"uitk:/ToolkitDemo#submit"}'
unity-cli raw get_ui_element_state --json '{"elementPath":"uitk:/ToolkitDemo#status"}'© akiojin, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 2 other files (references) in .claude-plugin/plugins/unity-cli/skills/unity-ui-toolkit-build of akiojin/unity-cli.
Open the folder on GitHubat commit 7f45d7a
Unity UI Toolkit Build 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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Unity UI Toolkit Build this skillakiojin/unity-cli | 107 | — | ~1.5k | Automated safety check: Pass | MIT | |
| Uloop Execute Dynamic CodeCyberAgentGameEntertainment/NovaShader | 1.6k | 1 repos | ~1.9k | Automated safety check: Pass | MIT | |
| Locus Unity BridgeMisaka-Mikoto-Tech/agent-skills | 278 | — | ~4k | Automated safety check: Pass | MIT | |
| Gameobject Component List AllIvanMurzak/Unity-MCP | 4.4k | — | ~846 | Automated safety check: Pass | Apache-2.0 | |
| Validate GsdkPlayFab/gsdk | 170 | — | ~645 | Automated safety check: Pass | Apache-2.0 | |
| Aibridge Development WorkflowFlameskyDexive/Legends-Of-Heroes | 929 | — | ~790 | Automated safety check: Pass | MIT |
CyberAgentGameEntertainment/NovaShader
Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough.
Misaka-Mikoto-Tech/agent-skills
A skill your agent uses when an agent needs to inspect or control a real Unity Editor through Locus, especially when Unity MCP is unavailable, named-pipe discovery is needed, C must be executed, or…
IvanMurzak/Unity-MCP
List the fully-qualified C type names of every concrete UnityEngine.Component subclass available in the project.
PlayFab/gsdk
Validates PlayFab Game Server SDK (GSDK) integrations in game server projects.
FlameskyDexive/Legends-Of-Heroes
AIBridge/Unity 项目的标准开发工作流。Use when creating, modifying, fixing, refactoring, or validating C code, Unity assets, prefabs, editor tools, package structure, tests, AGENTS.md, or local Skills.
TomLeeLive/openclaw-unity-plugin
Control Unity Editor via OpenClaw Unity Plugin. An agent skill from TomLeeLive/openclaw-unity-plugin.
akiojin/unity-cli
Create or update GitHub Pull Requests with the gh CLI, including deciding whether to create a new PR or only push based on existing PR merge status.
akiojin/unity-cli
Sync the gh- automation skills from the upstream skills repository into Codex and project skill directories.
akiojin/unity-cli
Build and verify a 2D sprite and Tilemap scene with unity-cli.
akiojin/unity-cli
Manage Unity Addressables groups and content with unity-cli.
akiojin/unity-cli
Manage Unity assets and import metadata with unity-cli. An agent skill from akiojin/unity-cli.
akiojin/unity-cli
Configure Unity audio with unity-cli. An agent skill from akiojin/unity-cli.
Works with
Categories
Build UI Toolkit screens with unity-cli. An agent skill from akiojin/unity-cli. Unity UI Toolkit Build is an agent skill from akiojin/unity-cli. Build UI Toolkit screens with unity-cli.
Unity UI Toolkit Build fits situations like: the user asks to author UXML and USS; configure PanelSettings and UIDocument; bind C callbacks; verify the screen in Play Mode.
Run `npx skills add akiojin/unity-cli --skill unity-ui-toolkit-build -a claude-code`. Or copy the skill folder (.claude-plugin/plugins/unity-cli/skills/unity-ui-toolkit-build in akiojin/unity-cli) into .claude/skills/unity-ui-toolkit-build in your project. Claude Code loads it when a task matches its description.
Run `npx skills add akiojin/unity-cli --skill unity-ui-toolkit-build -a codex`. Or copy the skill folder (.claude-plugin/plugins/unity-cli/skills/unity-ui-toolkit-build in akiojin/unity-cli) into .agents/skills/unity-ui-toolkit-build in your project. Codex loads it when a task matches its description.
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-ui-toolkit-build -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-ui-toolkit-build, .gemini/skills/unity-ui-toolkit-build, .github/skills/unity-ui-toolkit-build and .opencode/skills/unity-ui-toolkit-build in your project.
SKILL.md names no scripts, command-line tools or credentials: Unity UI Toolkit Build is instructions for the agent only. Its frontmatter pre-approves these tools: Bash(unity-cli:*), Read, Grep, Glob.
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.
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.
Unity UI Toolkit Build is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.5k tokens (SKILL.md is roughly 5.9k 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 2.9k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Unity UI Toolkit Build: Uloop Execute Dynamic Code (CyberAgentGameEntertainment/NovaShader, 1.6k stars), Locus Unity Bridge (Misaka-Mikoto-Tech/agent-skills, 278 stars), Gameobject Component List All (IvanMurzak/Unity-MCP, 4.4k stars) and Validate Gsdk (PlayFab/gsdk, 170 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
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.