Agent skill

Unity CLI

by Besty0728 in Besty0728/Unity-Skills

Guide for using the experimental Unity CLI with bound UnitySkills projects

MITAuto-check passedGame Development

Install Unity CLI

skills CLI
$ npx skills add Besty0728/Unity-Skills --skill unity-cli -a claude-code

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

GitHub CLI
$ gh skill install Besty0728/Unity-Skills unity-cli --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/Besty0728/Unity-Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/'SkillsForUnity/unity-skills~/skills/unity-cli' .claude/skills/unity-cli && 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-cli
GitHub stars
1.8k
Token cost
~5.9k tokens
SKILL.md length
3,003 words
Files
1
Skills in repo
82
Repo updated
First seen
Licence
MIT

At a glance

Guide for using the experimental Unity CLI with bound UnitySkills projects

  • Works in 7 steps: Cold start / lifecycle… → Launch with arguments (features.openArgs) → Headless tests (features.cliTest) → …
  • Game Development work in your project
  • SKILL.md covers Gate — read this first, 1. Cold start / lifecycle…, 2. Launch with arguments… and 3. Headless tests…, plus 6 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Unity CLI is an agent skill from Besty0728/Unity-Skills. Guide for using the experimental Unity CLI with bound UnitySkills projects

Its SKILL.md is about 5.9k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development. The repository describes itself as: AI automation skills specifically designed for Unity. The licence is MIT.

When your agent uses it

  • Game Development work in your project

Example prompts

  • “/unity-cli”

Requirements

  • Python 3

Workflow steps

7 steps, taken from the step headings in SKILL.md.

  1. Cold start / lifecycle (features.coldStart)
  2. Launch with arguments (features.openArgs)
  3. Headless tests (features.cliTest)
  4. Batch runs (features.cliRun)
  5. Headless builds (features.cliBuild)
  6. Automation contract (all commands)
  7. Linux compatibility note

What it can do on your machine

Read from SKILL.md and the folder at commit 12a40e4. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    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, json and python).

    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 CLI loads about 5.9k tokens when it runs. Until then it costs about 21 tokens; SKILL.md has 3,003 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~21
When it runs · the whole SKILL.md, loaded when a task matches
~5.9k

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 Besty0728/Unity-Skills at commit 12a40e4, republished under its MIT licence (© Besty0728). 3,003 words, ~5,881 tokens.

Download SKILL.mdSave it as .claude/skills/unity-cli/SKILL.md (or your agent's skills folder).
name
unity-cli
description
Guide for using the experimental Unity CLI with bound UnitySkills projects

Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.

Unity CLI (advisory)

Advisory module — no REST skills. All commands here run in YOUR shell on the user's machine, not through the REST server. That is the point: they work while the Unity Editor is closed.

Gate — read this first

Before using anything below, check the binding config:

<projectRoot>/Library/UnitySkills/cli_config.json
  • File missing, unreadable, or enabled: false → Unity CLI is OFF for this project. Ignore this module entirely. Do not suggest installing the CLI unprompted; the user opts in via Window > UnitySkills → AI Config → Unity CLI Setup….
  • enabled: true → use cliPath as the executable (it may not be on your PATH). Respect the per-feature switches in features:
json
{
  "schemaVersion": 1,
  "enabled": true,
  "cliPath": "/Users/me/.local/bin/unity",
  "cliVersion": "1.0.0-beta.5",
  "projectPath": "/path/to/Project",
  "editorVersion": "6000.0.32f1",
  "boundAt": "2026-07-26T09:00:00Z",
  "features": { "coldStart": true, "openArgs": true, "cliTest": true, "cliRun": false, "cliBuild": false }
}

Configs written by older plugin versions may lack the cliRun / cliBuild keys — for these two, a missing key means OFF (the first three keys keep their original semantics). Both also default to off on fresh binds; the user enables them per project in the panel.

The global registry (~/.unity_skills/registry.json) also carries cliBound / cliPath per running instance — use it for liveness checks only, never as authorization: the ONLY thing that authorizes CLI use for a project is that project's own cli_config.json. Do not cold-start any project whose own config you have not read, even if it appears in the registry. Also note projectPath inside the config is a bind-time snapshot — the directory you actually found the config under is authoritative (helper get_cli_config() already rewrites it); never open the stored path if it differs from the real project root.

Unity CLI is experimental (beta) and its command surface changes between releases — this document was verified against 1.0.0-beta.9 (beta.7 was withdrawn the same day it shipped). cliVersion in the config is only a bind-time snapshot; the installed binary moves ahead of it. Before using a command whose semantics changed recently, read <cliPath> --version and <cliPath> <command> --help — --help is always the final authority for the binary on disk. beta9+ <cliPath> skill show --list / --path <file> prints Unity's own agent skill read-only (offline, ~44k tokens in total — read one file at a time) — a second reference, never an authorization; this module's gates and DO NOT list still apply. If a command errors unexpectedly, run <cliPath> doctor --format json first (environment snapshot; --tail <n> for more log) and re-check --help before retrying. Never modify the server or config to work around a CLI quirk.

1. Cold start / lifecycle (features.coldStart)

The one capability REST can never provide: starting the editor when it is not running.

bash
<cliPath> status --format json          # any editor instances running?
<cliPath> open "<projectPath>" --args -unityskills-coldstart

Always pass --args -unityskills-coldstart when cold-starting: the UnitySkills plugin detects this marker at editor startup and force-starts the REST server for this session, even if the user's Auto-start preference is off. Without the marker you depend on the user's saved preference. The marker is consumed once per editor session — it never overrides a mid-session manual stop.

Preflight — read-only, no feature switch needed. open / test / run / build all resolve the editor from the project's ProjectVersion.txt. Before the first CLI launch of a session run these checks; none of them modifies the project:

bash
<cliPath> editors -i --format json                       # all versions: is the bound editorVersion installed?
<cliPath> doctor --ci --format json                      # beta6+: exit 6 = definitive blocker, 7 = retryable
<cliPath> projects verify "<projectPath>" --format json  # beta6+: exit 6 = errors, 0 = clean or warnings only
  • doctor --ci (from the project root) checks licence, the project's editor, disk space and Unity services; branch on errors[].code (LICENSE_NONE, EDITOR_NOT_INSTALLED, DISK_SPACE_LOW, NETWORK_UNREACHABLE): 6 → stop and report, 7 → retry a few times, then tell the user. Plain doctor always exits 0. beta6–8 on macOS may hang on a keychain prompt — wrap it in a shell timeout.
  • projects verify needs no Editor, licence or network and only detects: META_MISSING / META_ORPHAN / GUID_DUPLICATE / CONFLICT_MARKERS / MANIFEST_INVALID exit 6 — report, never hand-repair; warnings (PATH_UNVERIFIABLE, EDITOR_VERSION_DRIFT via --expect-editor <version>) exit 0 unless --strict.

If the editor is not installed, stop and tell the user — never run install or pass --allow-install (see DO NOT).

After launching, poll the UnitySkills REST server until ready (first import/compile can take minutes):

python
from unity_skills import wait_for_health
health = wait_for_health(timeout=600)   # polls /health on ports 8090-8100

beta9+: open exits 6 (OPEN_EDITOR_EXITED) when the Editor dies inside the CLI's short watch window — report it at once instead of waiting on wait_for_health. Only that window is covered: an Editor that quits later is never observed, and older binaries exit 0 regardless, so a wait_for_health timeout remains the real failure signal.

Liveness triage — prefer this over blind retry. When REST is unreachable, determine whether an Editor is actually running before deciding to cold-start:

  1. Read the project's own cli_config.json first. Only proceed if it exists and enabled: true.
  2. Check the UnitySkills registry: read ~/.unity_skills/registry.json, find the entry whose path equals the project root, then test its pid (ps -p <pid> / Windows tasklist). Live pid → the editor is running but busy (Domain Reload / import) → keep the normal REST wait-and-retry; do not cold-start.
  3. Cross-check with the CLI process list: <cliPath> editors running --format json --non-interactive lists the Editor instances the CLI can see. This is useful confirmation, but it only sees instances the CLI's backend recognizes.
  4. Check Library/UnityLockfile. A held lockfile means an Editor instance is open on this project even if the registry entry is missing.
  5. <cliPath> status is supplementary, not authoritative: it only reflects Unity Pipeline connection state. An empty table / non-zero exit does NOT mean the editor is closed — verified in practice: a running editor without the Pipeline package shows nothing.

If the PID, the CLI process list, or the lockfile indicates an Editor is already running, do not open, run, or build — Unity refuses a second instance on the same project. Only when none of the above show a live Editor for this project should you cold-start with open, then wait_for_health.

2. Launch with arguments (features.openArgs)

bash
<cliPath> open "<projectPath>" --args -openscene "Assets/Scenes/Main.unity"

Anything after --args is passed to the Unity Editor as standard command-line arguments. Useful to land in a known state (specific scene, custom -executeMethod). Only at launch time — for an already-running editor use REST scene_load instead.

3. Headless tests (features.cliTest)

bash
<cliPath> test "<projectPath>" --mode EditMode --filter <pattern> --output test-results.xml --timeout 1800
  • --mode <EditMode|PlayMode> — omit to run the editor's default test platform; cover both modes with two separate invocations.
  • --filter <pattern> — only run tests whose names match.
  • --output <path> — NUnit XML report (default test-results.xml). In CI, continue to use this file for test results.
  • CI-only parameters — test --help may list report/coverage flags (beta4+: --report-format nunit,junit, --junit-output, --coverage*) and, beta6+, --shard N/M, --retries N (re-runs only the failed tests, --timeout per attempt, flaky tests named in test-results.retries.json, never-passing tests still exit 8) and --rerun-failed (reads the failing set from --output, writes test-results.rerun.xml). beta9+ --affected --since <ref> runs only the tests a change can reach (an approximation, writes test-results.affected.xml) — run --affected-compare first to measure its false-negative rate before trusting it. The selectors are mutually exclusive. Use a parameter only if the current binary's test --help lists it; never guess names.
  • --timeout <seconds> (env UNITY_TEST_TIMEOUT) — kills the Unity process after N seconds; disabled by default, always set one for unattended runs.
  • Extra editor arguments pass through after --, e.g. -- -nographics.
  • Exit codes: 0 all passed (also when --retries rescued a flaky test — the flakiness is still reported). beta6+: 8 tests failed (errors[0].code TESTS_FAILED); 6 no verdict — compile error, licence or Editor crash (TEST_RUN_ERROR), --timeout expiry (TEST_TIMED_OUT). beta3–5: 6 covers both — read the XML to tell them apart. 7 Unity services unreachable after CLI retries; 130 SIGINT; 143 SIGTERM; any other non-zero = the command itself failed — check stderr, the JSON envelope and errors[].code, not just the XML. Retry 6/7 if at all; never retry 8.

Routing rule:

  • Interactive iteration (editor already running, quick feedback on a few tests) → REST test_* skills.
  • Full regression / CI-style run, or editor closed → unity test (headless, NUnit XML output). Do not run unity test against a project whose editor is open.

4. Batch runs (features.cliRun)

One-shot batch automation on the bound project only, while the editor is closed — the third lifecycle option between REST (editor open, interactive) and cold start (launch and keep serving):

bash
<cliPath> run "<projectPath>" --timeout 1800 -- -executeMethod Your.Static.Method -quit
  • Everything after -- is forwarded to the Unity Editor as standard command-line arguments; -executeMethod <static method> plus -quit is the typical shape (asset re-import, batch fixes, custom pipelines).
  • Streams the editor log to stdout and returns the editor's exit code — non-zero means the batch run failed. beta5+ reports an Editor crash as stopped with signal SIG… (see §6) — an Editor crash, not a business-logic failure.
  • --timeout <seconds> (env UNITY_RUN_TIMEOUT) — disabled by default; always set one, a hung batch editor otherwise blocks your shell forever.
  • Routing: editor already running → use REST skills, never run (Unity refuses a second instance on the same project — same Library/UnityLockfile rule as cold start). Editor closed + persistent session needed → cold start. Editor closed + one-shot task → run.
  • run --command <name> drives Unity Pipeline package commands — not part of this workflow (see DO NOT).

5. Headless builds (features.cliBuild)

cliBuild is off by default. When the user enables it, choose the build path based on the installed CLI version, Unity Editor version, target platform, and whether a Build Profile exists:

Path 1 — Unity 6 Build Profile (beta4+)
bash
<cliPath> build "<projectPath>" --profile "Windows" --output-path ./Builds/win64
  • --profile accepts a Build Profile asset path or the profile name shown in the Build Profile window.
  • Requires Unity 6 (6000.x) and a configured Build Profile.
Path 2 — Built-in desktop build (beta4+)
bash
<cliPath> build "<projectPath>" --target StandaloneWindows64 --output-path ./Builds/win64
  • --target is still required.
  • For desktop targets, --execute-method is optional starting with beta4; the CLI can drive the built-in desktop build when --output-path is provided.
Path 3 — Custom C# build method (all versions, required for mobile/WebGL)
bash
<cliPath> build "<projectPath>" --target Android --execute-method Builder.PerformBuild --output-path ./Builds/android
  • --execute-method remains compatible and takes priority when provided; use it for Android, iOS, WebGL, or projects that already have a custom build pipeline.
  • --output-path is forwarded to Unity as -buildOutput; the execute-method itself is responsible for reading it.
  • If the project does not already contain a static build method, tell the user instead of writing one into their project unasked.
Common build flags
  • The build log tails to stdout by default (--no-tail to disable); the full log lands at <project>/Logs/build-<target>-<timestamp>.log unless --log-file overrides it. beta6+ also writes <output>.provenance.json beside the artifact — what was built, failed builds too (--no-provenance to skip).
  • --timeout <seconds> (env UNITY_BUILD_TIMEOUT, beta6+) — aborts the build and exits 6; disabled by default, always set one for unattended builds. beta6+ json/ndjson also carry heartbeat frames (elapsed, and seconds since the log last grew — even with --quiet): a stalled Editor is a growing gap, not silence.
  • Dirty-worktree guard: build refuses to run with uncommitted changes. That protection is deliberate — pass --allow-dirty-build only when the user explicitly says so.
  • --versioning-strategy <semantic|tag|custom|none> (default none) stamps the build version from git tags/history; --build-version applies only with custom.
  • Android: --android-export-type <apk|aab|android-studio-project> and keystore/signing flags exist, but secrets on the command line leak into shell history and CI logs — let the user handle signing; never ask them to paste keystore passwords into your shell commands.
  • Same lifecycle rules as run: bound project only, editor must be closed, and once the editor is up again all normal operations go back through REST.
  • Exit codes / signals: 0 success; 6 build failed, --timeout expired (beta6+), or the Editor exited abnormally; 7 Unity services unreachable after retries; 130 SIGINT; 143 SIGTERM. beta5+ reports an Editor crash as stopped with signal SIG… (see §6) — treat that separately from BUILD_FAILED.
Show full SKILL.md (1,159 more words)Show less

6. Automation contract (all commands)

  • Structured output: --format <human|json|tsv|ndjson> (env UNITY_FORMAT); --json is shorthand for --format json. When stdout is piped the default silently becomes TSV — one more reason to always pass --format json explicitly. JSON responses use a standard envelope {success, command, data, errors, warnings}; ndjson streams progress events for long-running commands.
  • Non-interactive: --non-interactive (env UNITY_NON_INTERACTIVE) turns prompts into hard errors instead of hanging your shell; combine with --quiet (env UNITY_QUIET) and --no-banner (env UNITY_NO_BANNER) for clean machine output.
  • Recommended environment variables for scripted calls (advisory, equivalent to the flags above):
    • UNITY_NON_INTERACTIVE=1 — disable interactive prompts.
    • UNITY_FORMAT=json — default output format; command-line --format wins if both are set.
    • UNITY_NO_PAGER=1 — never page long output (beta4+ uses a pager in interactive terminals).
    • UNITY_NO_CRASH_REPORT=1 — opt out of anonymous crash reporting via Sentry (beta3+).
    • UNITY_NO_CLI_INVOKED_TELEMETRY=1 — opt out of the per-run usage ping (beta9+; separate from the analytics opt-in).
  • Errors and exit codes: data goes to stdout, errors/diagnostics to stderr (JSON-mode errors too). Always read the JSON envelope, errors[].code, and stderr together — do not rely on a single exit code.
Exit codeMeaning
0Success.
1Generic error — read stderr / JSON errors.
2Usage or argument error (wrong command, missing required flag).
3Authentication or authorization failure.
4Missing required configuration.
6Primary operation failed or reached no verdict — build failed, --timeout expired (beta6+), Editor exited abnormally or crashed, test without a verdict (beta6+; beta3–5 also put failed tests here), doctor --ci definitive blocker, projects verify errors, open Editor died in the watch window (beta9+, OPEN_EDITOR_EXITED).
7Unity services unreachable after CLI retries, or doctor --ci reached no verdict (beta6+); retry a limited number of times. 6 is terminal, 7 may be transient.
8Tests failed (test, beta6+, TESTS_FAILED); never retry. beta3–5 report this as 6.
130Cancelled by user (SIGINT / Ctrl+C).
143Terminated by SIGTERM.
  • NDJSON streaming: for real-time progress use --format ndjson. Since beta4 the stream ends with a terminal type=result frame — use the last {"type":"result","success":...} frame as the final state, never an earlier progress frame or a stderr line; beta3 emits no result frame, fall back to the exit code plus stderr.
  • Signal crashes (beta5+): build/test/run report an Editor crash as stopped with signal SIGSEGV/SIGILL/SIGTRAP/SIGFPE/SIGBUS. Distinguish these from business failures (TESTS_FAILED on beta6+ / TEST_FAILED before, BUILD_FAILED) and from CLI-side failures (argument, config, network, auth).
  • --verbose adds full error details with stack traces — useful once, when reporting a CLI problem to the user.

DO NOT

  • Do not use the CLI when cli_config.json is absent or enabled:false — the user has not opted in. Operate only on the bound project (the directory you found the config under); never open / test / run / build any other project.
  • Do not install the Unity CLI yourself; installation is a user decision made in the panel.
  • Never pass --allow-install (accepted by test / run / build), and do not use unity install / install-modules / uninstall / editors upgrade / hub / license commands unless the user explicitly asks — installing, upgrading or removing editors is a large, slow, system-changing operation that belongs to the user alone.
  • Do not run bare unity mcp — it starts a blocking stdio MCP server and waits for a client, hanging your shell.
  • Do not use unity command / unity pipeline / unity run --command — the Unity Pipeline package route duplicates what UnitySkills REST already provides and is not part of this workflow.
  • Do not use unity projects exec or unity projects clean — these operate across multiple projects and violate the "only touch the bound project" boundary.
  • Do not use unity projects create|new|clone|link|unlink|upgrade, unity templates, unity cloud, unity collab, or any unity vcs verb other than the read-only status / diff / summarize / affected / conflicts / explain / providers — they create, re-home or rewrite projects and repositories (local, remote, or Unity Cloud — projects create is cloud-enabled by default on beta8+), outside the bound-project boundary.
  • Do not use unity close / projects close (beta8+) unless the user explicitly asks — it quits the Editor without saving; the graceful path needs com.unity.pipeline (pipeline_missing otherwise → hand the close back to the user) and --force (SIGTERM→SIGKILL) is never yours to pass. Save through REST first.
  • Do not use unity editors prune or unity editors verify — these modify or validate the global Editor installation set and are outside the project lifecycle.
  • Do not use unity command --detach, unity eval --detach, or unity job — detached commands and job queues are a different control channel from the bound-project workflow.
  • Do not use unity skill install or unity skill refresh — they write into an AI client's config directory, and the official skill can bypass UnitySkills' own advisory and feature gates; skill installation is a user decision in the panel. Reading it with unity skill show (beta9+) is fine — see Gate.
  • Do not use unity shell --protocol ndjson — it is the beta3 warm-process machine protocol, equivalent to the official MCP route, and is not part of this workflow.
  • Do not let the CLI update itself (unity self-update, alias upgrade; self-install / self-uninstall; Homebrew, winget, etc.) or manage its bundled tools (unity plugin install|remove|upgrade, beta8+) — updating and installing are user decisions.
  • Do not parse the CLI's human-readable output (its display language follows unity language, e.g. Chinese table headers) — always pass --format json --non-interactive when you need to read results programmatically.
  • Do not treat CLI availability as a substitute for the REST workflow: once /health responds, all normal operations go through REST skills.

7. Linux compatibility note

Starting with beta4, the Unity CLI requires glibc 2.34+ on Linux and no longer supports Ubuntu 20.04 and earlier, Debian 11, RHEL/CentOS 8, or Amazon Linux 2. On those systems the CLI may fail to start with a glibc-related error rather than a normal "command not found".

Do not treat this as "CLI not installed" and prompt the user to reinstall. Instead, surface the compatibility constraint: the installed binary cannot run on this OS/glibc version; options are to stay on beta3 capabilities, upgrade the OS, or use a different machine. There is no global minimum version enforced by UnitySkills — capabilities are branched by actual CLI behavior:

  • beta3 — old build semantics (--execute-method required), no NDJSON terminal result frame.
  • beta4+ — Build Profile support, built-in desktop build, NDJSON terminal type=result frames.
  • beta5+ — named Editor signal diagnostics (SIGSEGV, SIGILL, SIGTRAP, SIGFPE, SIGBUS).
  • beta6+ — test exit 8 = failed / 6 = no verdict; build --timeout; doctor --ci; projects verify; test --shard/--retries/--rerun-failed; provenance manifest <output>.provenance.json.
  • beta8+ — unity close and the vcs / plugin command groups (see DO NOT); unity upgrade renamed self-update (alias kept); projects create makes Unity Cloud projects by default.
  • beta9+ — open exits 6/OPEN_EDITOR_EXITED on early Editor death (older: always 0); build refuses an already-open project; test --affected; read-only skill show; version --format json; UNITY_NO_CLI_INVOKED_TELEMETRY=1; doctor no longer hangs on macOS keychain prompts; projects verify no longer flags native plug-in folders (.bundle/.framework/.androidlib/.plugin).

The safest way to branch is to run <cliPath> --version (beta9+: version --format json) and <cliPath> <command> --help at the start of a session and act on what the binary actually reports.

Exact Signatures

Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.

© Besty0728, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in SkillsForUnity/unity-skills~/skills/unity-cli of Besty0728/Unity-Skills.

Open the folder on GitHubat commit 12a40e4

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All 82 skills in this repo
  • Unity Skills

    Besty0728/Unity-Skills

    Automate the Unity Editor through a local REST API — scripts, scenes, prefabs, assets, materials, lighting, tests and hundreds of other Editor operations.

    1.8k GitHub stars~2k tokensUpdated yesterday
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  • Unity Animator

    Besty0728/Unity-Skills

    Edit Unity Animator Controllers and drive runtime parameters

    1.8k GitHub stars~2.4k tokensUpdated yesterday
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  • Unity Architecture

    Besty0728/Unity-Skills

    Advise on Unity gameplay and system architecture. An agent skill from Besty0728/Unity-Skills.

    1.8k GitHub stars~1.3k tokensUpdated yesterday
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  • Unity Batch

    Besty0728/Unity-Skills

    Unified batch and async-job orchestration. An agent skill from Besty0728/Unity-Skills.

    1.8k GitHub stars~2k tokensUpdated yesterday
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  • Unity Behavior

    Besty0728/Unity-Skills

    Drive Unity Behavior behavior graphs and blackboard variables

    1.8k GitHub stars~3k tokensUpdated yesterday
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  • Unity Console

    Besty0728/Unity-Skills

    Capture and query the Unity Editor console. An agent skill from Besty0728/Unity-Skills.

    1.8k GitHub stars~1.8k tokensUpdated yesterday
    Auto-check passed

Questions about Unity CLI

What does Unity CLI do?

Guide for using the experimental Unity CLI with bound UnitySkills projects. Unity CLI is an agent skill from Besty0728/Unity-Skills.

When should I use Unity CLI?

Unity CLI fits situations like: game Development work in your project.

How do I install Unity CLI in Claude Code?

Run `npx skills add Besty0728/Unity-Skills --skill unity-cli -a claude-code`. Or copy the skill folder (SkillsForUnity/unity-skills~/skills/unity-cli in Besty0728/Unity-Skills) into .claude/skills/unity-cli in your project. Claude Code loads it when a task matches its description.

How do I install Unity CLI in Codex?

Run `npx skills add Besty0728/Unity-Skills --skill unity-cli -a codex`. Or copy the skill folder (SkillsForUnity/unity-skills~/skills/unity-cli in Besty0728/Unity-Skills) into .agents/skills/unity-cli in your project. Codex loads it when a task matches its description.

Can I use Unity CLI 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 Besty0728/Unity-Skills --skill unity-cli -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-cli, .gemini/skills/unity-cli, .github/skills/unity-cli and .opencode/skills/unity-cli in your project.

What does Unity CLI need to run?

SKILL.md names no scripts, command-line tools or credentials: Unity CLI is instructions for the agent only. Our summary lists: Python 3.

Does Unity CLI 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 CLI 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 CLI use?

Unity CLI 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 CLI use?

About 5.9k tokens (SKILL.md is roughly 24k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Unity CLI?

Skills that share tags, products or a category with Unity CLI: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.4k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Unity CLI?

Besty0728 (a GitHub user) maintains it in Besty0728/Unity-Skills, which has 1,814 GitHub stars. The repository holds 82 skills in this directory. The repository was last updated on October 6, 2026.

Source: Besty0728/Unity-Skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.