Agent skill

Unity Editor

by Besty0728 in Besty0728/Unity-Skills

Control and observe the Unity Editor state. An agent skill from Besty0728/Unity-Skills.

MITAuto-check passedGame Development

Install Unity Editor

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

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

GitHub CLI
$ gh skill install Besty0728/Unity-Skills unity-editor --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/editor' .claude/skills/unity-editor && 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-editor
GitHub stars
1.8k
Token cost
~3.4k tokens
SKILL.md length
1,229 words
Files
1
Skills in repo
82
Repo updated
First seen
Licence
MIT

At a glance

Control and observe the Unity Editor state. An agent skill from Besty0728/Unity-Skills.

  • Works in 6 steps: Check editor state before play mode… → Don't modify scene during play mode… → Use undo for safe experimentation → …
  • Game Development work in your project
  • SKILL.md covers Triggers, Operating Mode, Skills Overview and Skills, plus 4 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Unity Editor is an agent skill from Besty0728/Unity-Skills. Control and observe the Unity Editor state

Its SKILL.md is about 3.4k 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. It works with Unity. 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-editor”

Requirements

  • Python 3

Workflow steps

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

  1. Check editor state before play mode operations
  2. Don't modify scene during play mode (changes lost)
  3. Use undo for safe experimentation
  4. On resume, call editor_get_changes before reading scene files
  5. Use editor_get_context to get instanceId for batch operations
  6. Menu commands must match exact paths

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 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 Editor loads about 3.4k tokens when it runs. Until then it costs about 14 tokens; SKILL.md has 1,229 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~14
When it runs · the whole SKILL.md, loaded when a task matches
~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 Besty0728/Unity-Skills at commit 12a40e4, republished under its MIT licence (© Besty0728). 1,229 words, ~3,357 tokens.

Download SKILL.mdSave it as .claude/skills/unity-editor/SKILL.md (or your agent's skills folder).
name
unity-editor
description
Control and observe the Unity Editor state

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.

Triggers

  • Reading persistent scene/file changes
  • Driving play mode
  • Inspecting runtime state
  • Executing menu items
  • 读取持久化场景/文件变更、操控 Play Mode、检查运行时状态、执行菜单项

Unity Editor Skills

Observe and control the Unity Editor without parsing scene YAML.

Operating Mode

  • Approval:本模块 Mixed —— editor_get_changes / editor_get_selection / editor_get_context / editor_get_state / editor_get_tags / editor_get_layers / editor_playmode_inspect 标 SkillMode.SemiAuto,可直接执行;其余 editor_select / editor_undo / editor_redo / editor_playmode_step 默认 FullAuto,Approval 模式下需 grant。
  • Auto / Bypass:FullAuto 直接执行。
  • 含 NeverInSemi 高危 skill:editor_play / editor_play_capture / editor_stop / editor_pause(标 MayEnterPlayMode = true);editor_execute_menu(标 MayTriggerReload = true —— Assets/Refresh、Assets/Reimport All 之类的菜单项会触发域重载)。这些在 Approval 和 Auto 下都返 MODE_FORBIDDEN,仅 Bypass 或 Allowlist 命中可调;grant 流程对它们不适用,不要尝试。

DO NOT (common hallucinations):

  • editor_run does not exist → use editor_play to enter play mode
  • editor_compile / editor_recompile do not exist → use debug_force_recompile
  • editor_save does not exist → use editor_execute_menu with menuPath "File/Save"
  • editor_execute_menu requires exact menu path — typos cause silent failure

Routing:

  • For compilation check → use debug module's debug_check_compilation
  • For console errors → use debug module's debug_get_errors
  • For scene save → scene_save (scene module) or editor_execute_menu menuPath="File/Save"
  • When file watching reports changes, or the AI resumes after the user edited Unity → call editor_get_changes before reading .unity YAML
  • If editor_get_changes.dropped=true → its 500-entry retention window was exceeded; rebuild context with scene_context / scene_diff

Skills Overview

SkillDescription
editor_playEnter play mode
editor_play_captureObserve runtime errors, optionally screenshot, then exit
editor_stopExit play mode
editor_pauseToggle pause
editor_playmode_stepAdvance Play Mode by N frames (async job)
editor_playmode_inspectInspect a GameObject's live runtime state (transform, component fields)
editor_selectSelect GameObject
editor_get_selectionGet selected objects
editor_get_contextGet full editor context (selection, assets, scene)
editor_get_changesRead persistent scene/file changes by cursor
editor_undoUndo last action
editor_redoRedo last action
editor_get_stateGet editor state
editor_execute_menuExecute menu item
editor_get_tagsGet all tags
editor_get_layersGet all layers
console_set_pause_on_errorPause play mode on error (console module)

Skills

editor_play

Enter play mode. Warning: any unsaved scene changes made during Play mode will be lost when exiting.

Returns: {success, mode, jobId} — mode="playing", jobId returned from AsyncJobService so callers can poll entering_play_mode completion.

editor_play_capture

Enter Play Mode, observe errors for durationSeconds (default 10, range 1–300), optionally capture the Game View, then exit. Returns a Job whose result includes healthy, error aggregates, stoppedEarly, and screenshotPath.

editor_stop

Exit play mode.

Returns: {success, mode} — mode="stopped".

editor_pause

Toggle pause state.

Returns: {success, paused} — paused is the new boolean state.

editor_playmode_step

Advance Play Mode forward by frames (1–100, default 1) using EditorApplication.Step; Unity automatically enters paused state as part of stepping. Requires Play Mode to already be active — call editor_play or editor_play_capture first, otherwise this returns a structured error (error + hint + suggestedSkills: ["editor_play", "editor_play_capture"]). Only one step job may be in flight at a time; a second call while one is still running returns an error naming the active jobId.

ParameterTypeRequiredDefaultDescription
framesintNo1Frames to advance, clamped to 1–100

Runs as an async job, not synchronously: EditorApplication.Step() only lands on a later Editor tick, so the skill issues one Step() call at a time, confirms it landed by watching Time.frameCount advance, and only then issues the next — back-to-back Step() calls without that confirmation are not reliable. The call itself returns immediately: {success, status: "accepted", jobId, framesRequested}.

Poll job_status with the returned jobId until status="completed"; its details then contains {framesRequested, framesCompleted, frameCount, isPaused}. Do not use job_wait — like playmode/play_capture, this job's progress depends on EditorApplication.update ticks, and job_wait's blocking loop runs on the same main thread those ticks come from, so it cannot observe progress; it will just spend its full timeout doing nothing. If Play Mode exits or Unity fails to advance a frame within 10s, the job fails with failed_exited_play_mode / failed_step_timeout.

editor_playmode_inspect

Inspect a GameObject's live runtime state: transform (position/rotation/scale), activeSelf/activeInHierarchy, and — when componentType is given — that component's public fields and properties (reuses the same reflection helper as component_get_properties, not reimplemented). Works during Play Mode, including while paused, and also in Edit Mode, where it returns editor-time values — check isPlaying/isPaused in the response to know which state the values reflect.

ParameterTypeRequiredDescription
namestringNo*Object name
instanceIdintNo*Instance ID (preferred)
pathstringNo*Object path
componentTypestringNoComponent type name; when set, also returns its public fields/properties

*One identifier required

Returns: {success, gameObject, entityId, instanceId, path, activeSelf, activeInHierarchy, transform: {position, localPosition, rotation, localScale}, isPlaying, isPaused, component}. component is null when componentType is omitted, an error object when the type isn't found or isn't attached, or {gameObject, component, fullTypeName, properties, fields} (same shape as component_get_properties) otherwise.

Show full SKILL.md (465 more words)Show less
editor_select

Select a GameObject.

ParameterTypeRequiredDescription
namestringNo*Object name
instanceIdintNo*Instance ID (preferred)
pathstringNo*Object path

*One identifier required

editor_get_selection

Get currently selected objects.

Returns: {count, objects: [{name, instanceId}]}

editor_get_context

Get full editor context including selection, assets, and scene info.

ParameterTypeRequiredDefaultDescription
includeComponentsboolNofalseInclude component list
includeChildrenboolNofalseInclude children info

Returns:

  • selectedGameObjects: Objects in Hierarchy (instanceId, path, tag, layer)
  • selectedAssets: Assets in Project window (GUID, path, type, isFolder)
  • activeScene: Current scene info (name, path, isDirty)
  • focusedWindow: Name of focused editor window
  • isPlaying, isCompiling: Editor state
editor_get_changes

Read the persistent change journal at Library/UnitySkills/editor_changes.jsonl. It captures scene object/component/property summaries plus imported, deleted, and moved asset paths across Domain Reloads. It never parses or returns raw .unity YAML.

ParameterTypeRequiredDefaultDescription
sincelongNo0Previous response cursor; 0 reads retained history
typesstringNoallComma-separated scene, file, undo, or lifecycle
sourcestringNoalleditor/manual, rest, or all
limitintNo100Newest entries to return, 1-500

Returns: {hasChanges, cursor, oldestSeq, dropped, truncated, changes}. Save cursor for the next call. dropped=true means older changes fell outside the 500-entry journal, so rebuild full scene context.

editor_undo

Undo the last action.

editor_redo

Redo the last undone action.

editor_get_state

Get current editor state.

Returns: {isPlaying, isPaused, isCompiling, timeSinceStartup, unityVersion, platform}

editor_execute_menu

Execute a menu command.

ParameterTypeRequiredDescription
menuPathstringYesMenu item path

Common Menu Paths:

Menu PathAction
File/SaveSave current scene
File/Build Settings...Open build settings
Edit/PlayToggle play mode
GameObject/Create EmptyCreate empty object
Window/General/ConsoleOpen console
Assets/RefreshRefresh assets
editor_get_tags

Get all available tags.

Returns: {tags: [string]}

editor_get_layers

Get all available layers.

Returns: {layers: [{index, name}]}

Pause On Error

Pause-on-error is provided by the console module, not the editor module.

Use console_set_pause_on_error from console/SKILL.md.


Example Usage

python
import unity_skills

# Check editor state before operations
state = unity_skills.call_skill("editor_get_state")
if state['isCompiling']:
    print("Wait for compilation to finish")

# On resume or after file-watch notification, inspect semantic changes first.
changes = unity_skills.call_skill("editor_get_changes", since=last_cursor)
last_cursor = changes["cursor"]

# Get full context (useful for understanding current state)
context = unity_skills.call_skill("editor_get_context", includeComponents=True)
for obj in context['selectedGameObjects']:
    print(f"Selected: {obj['name']} (ID: {obj['instanceId']})")

# Select and operate on object
unity_skills.call_skill("editor_select", name="Player")
selection = unity_skills.call_skill("editor_get_selection")

# Safe experimentation with undo
unity_skills.call_skill("gameobject_delete", name="TestObject")
unity_skills.call_skill("editor_undo")  # Restore if needed

# Execute menu command
unity_skills.call_skill("editor_execute_menu", menuPath="File/Save")

# Step through Play Mode frame-by-frame and assert state changed
import time

# Enter Play Mode with a generous observation window so there's time left to step
capture = unity_skills.call_skill("editor_play_capture", durationSeconds=30)
while True:
    capture_status = unity_skills.call_skill("job_status", jobId=capture["jobId"])
    if capture_status["currentStage"] not in ("entering_play_mode", "domain_reload_recovery"):
        break  # Play Mode has been entered; capture_status["currentStage"] == "observing"
    time.sleep(0.2)

before = unity_skills.call_skill("editor_playmode_inspect", name="Player")["transform"]["position"]

step = unity_skills.call_skill("editor_playmode_step", frames=3)
while True:
    step_status = unity_skills.call_skill("job_status", jobId=step["jobId"])  # not job_wait, see above
    if step_status["status"] in ("completed", "failed"):
        break
    time.sleep(0.1)

after = unity_skills.call_skill("editor_playmode_inspect", name="Player")["transform"]["position"]
assert after != before, "Player did not move after 3 frames"
print(step_status["details"]["frameCount"], step_status["details"]["isPaused"])

Best Practices

  1. Check editor state before play mode operations
  2. Don't modify scene during play mode (changes lost)
  3. Use undo for safe experimentation
  4. On resume, call editor_get_changes before reading scene files
  5. Use editor_get_context to get instanceId for batch operations
  6. Menu commands must match exact paths

Exact Signatures

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

Common Errors

Full transport-level codes (COMPILING/RATE_LIMIT etc.) → ../../references/protocol-error-codes.md

ErrorTriggerFix
TARGET_NOT_FOUNDThe requested GameObject or menu item could not be found (e.g., Menu item not found or failed).Verify the object with gameobject_find / scene_get_hierarchy, or check the exact menu path spelling before retrying.
SKILL_ERRORA play-mode state conflict occurred, such as Already in play mode, Not in play mode, or an active frame-step job already exists.Match the editor state to the skill requirement: enter/exit play mode first, or wait for the existing step job to finish.

© 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/editor of Besty0728/Unity-Skills.

Open the folder on GitHubat commit 12a40e4

Compare with similar skills

Unity Editor 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 Editor compared with similar skills
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Locus Unity BridgeMisaka-Mikoto-Tech/agent-skills275—~4kAutomated safety check: PassMIT
AibridgeFlameskyDexive/Legends-Of-Heroes929—~2.1kAutomated safety check: PassMIT
Uloop Control Play ModeCyberAgentGameEntertainment/NovaShader1.6k1 repos~1.3kAutomated safety check: PassMIT
Unity PluginTomLeeLive/openclaw-unity-plugin106—~5.1kAutomated safety check: PassApache-2.0

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Works with

Questions about Unity Editor

What does Unity Editor do?

Control and observe the Unity Editor state. An agent skill from Besty0728/Unity-Skills. Unity Editor is an agent skill from Besty0728/Unity-Skills.

When should I use Unity Editor?

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

How do I install Unity Editor in Claude Code?

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

How do I install Unity Editor in Codex?

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

Can I use Unity Editor 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-editor -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-editor, .gemini/skills/unity-editor, .github/skills/unity-editor and .opencode/skills/unity-editor in your project.

What does Unity Editor need to run?

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

Does Unity Editor 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 Editor 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 Editor use?

Unity Editor 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 Editor use?

About 3.4k tokens (SKILL.md is roughly 13k 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 Editor?

Skills that share tags, products or a category with Unity Editor: Fantasy Framework Development Guide (qq362946/Fantasy, 1.4k stars), Locus Unity Bridge (Misaka-Mikoto-Tech/agent-skills, 275 stars), Aibridge (FlameskyDexive/Legends-Of-Heroes, 929 stars) and Uloop Control Play Mode (CyberAgentGameEntertainment/NovaShader, 1.6k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Unity Editor?

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.