Agent skill

Unity Plugin

by TomLeeLive in TomLeeLive/openclaw-unity-plugin

Control Unity Editor via OpenClaw Unity Plugin. An agent skill from TomLeeLive/openclaw-unity-plugin.

Apache-2.0Auto-check passedGame Development

Install Unity Plugin

skills CLI
$ npx skills add TomLeeLive/openclaw-unity-plugin --skill unity-plugin -a claude-code

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

GitHub CLI
$ gh skill install TomLeeLive/openclaw-unity-plugin unity-plugin --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/TomLeeLive/openclaw-unity-plugin.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skill .claude/skills/unity-plugin && 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-plugin
GitHub stars
106
Token cost
~5.1k tokens
SKILL.md length
1,787 words
Files
5 (incl. references)
Skills in repo
1
Repo updated
First seen
Licence
Apache-2.0

At a glance

Control Unity Editor via OpenClaw Unity Plugin. An agent skill from TomLeeLive/openclaw-unity-plugin.

  • Works in 12 steps: OpenClaw Gateway (Remote) → MCP Bridge (Local) → Scene Inspection → …
  • Unity game development tasks including scene management
  • SKILL.md covers Safety and permissions, Connection Modes, First-Time Setup and 🔐 Security: Model Invocation…, plus 3 more sections
  • Calls claude and curl; reaches github.com

What it does

Unity Plugin is an agent skill from TomLeeLive/openclaw-unity-plugin. Control Unity Editor via OpenClaw Unity Plugin. Use for Unity game development tasks including scene management, GameObject/Component manipulation, debugging, input simulation, and Play mode control — including arbitrary C execution (script.execute) and reflection-based editor calls, which can modify scenes, assets, and settings. Project-changing and destructive operations (delete, save, package install, code execution, input simulation) are refused at runtime unless the operator starts the gateway with…

Its SKILL.md is about 5.1k tokens, which your agent loads only when the skill is triggered. The skill folder holds 5 other files, including reference files (for example `references/tools.md`).

It sits in Game Development, covering Game development and MCP servers. It works with Unity, Model Context Protocol and C#. The repository describes itself as: 55 MCP tools to drive the Unity Editor from any MCP-compatible AI agent — scenes, GameObjects, prefabs, assets, tests, and builds. OpenClaw gateway included for remote and chat… The licence is Apache-2.0.

When your agent uses it

  • Unity game development tasks including scene management
  • GameObject/Component manipulation
  • Input simulation
  • Play mode control — including arbitrary C execution (script.execute) and reflection-based editor calls

Example prompts

  • “/unity-plugin”

Workflow steps

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

  1. OpenClaw Gateway (Remote)
  2. MCP Bridge (Local)
  3. Scene Inspection
  4. Find & Modify Objects
  5. UI Testing
  6. Play Mode Control
  7. Material Creation
  8. Prefab Workflow
  9. Asset Management
  10. Package Management
  11. Test Running
  12. Script Execution (Enhanced)

What it can do on your machine

Read from SKILL.md and the folder at commit b00c811. 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

    Shell commands in SKILL.md call:

    • claude
    • curl

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

  • Network

    Hosts in commands or code, which the agent is likely to contact:

    • github.com

    Also links to:

    • docs.openclaw.ai

    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 Plugin loads about 5.1k tokens when it runs, and up to ~8.7k if it reads all its reference files. Until then it costs about 218 tokens; SKILL.md has 1,787 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~218
When it runs · the whole SKILL.md, loaded when a task matches
~5.1k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~8.7k

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 TomLeeLive/openclaw-unity-plugin at commit b00c811, republished under its Apache-2.0 licence (© TomLeeLive). 1,787 words, ~5,111 tokens.

Download SKILL.mdSave it as .claude/skills/unity-plugin/SKILL.md (or your agent's skills folder). This skill also uses 4 other files; get the full folder from GitHub.
name
unity-plugin
description
Control Unity Editor via OpenClaw Unity Plugin. Use for Unity game development tasks including scene management, GameObject/Component manipulation, debugging, input simulation, and Play mode control — including arbitrary C# execution (script.execute) and reflection-based editor calls, which can modify scenes, assets, and settings. Project-changing and destructive operations (delete, save, package install, code execution, input simulation) are refused at runtime unless the operator starts the gateway with OPENCLAW_EDITOR_ALLOW_DESTRUCTIVE=1 and the call passes confirm: true; read-only inspection needs neither, and dryRun: true previews any call without sending it. Use only in trusted local projects. Triggers on explicit Unity Editor requests like inspecting scenes, creating objects, taking screenshots, testing gameplay, or controlling the Editor.
version
1.7.0
homepage
https://github.com/TomLeeLive/openclaw-unity-skill
author
Tom Jaejoon Lee
disableModelInvocation
true

Unity Plugin Skill

Control Unity Editor through ~100 built-in tools. Works in both Editor and Play mode.

Safety and permissions

What this skill can change: anything the Unity Editor can — GameObjects and components, scenes, prefabs, materials, shaders, textures and ScriptableObjects, files under Assets/, installed packages, Play mode, and arbitrary C# run inside the Editor process (script.execute, plus reflection-based calls).

What runs without asking: read-only tools only — get*, list, find, script.read, debug.hierarchy, debug.screenshot, console.getLogs. Their behaviour is unchanged.

What is gated at runtime: every project-changing tool — create, delete, destroy, save, set*, component.add/remove, asset.* writes, prefab.*, material.*, texture.*, editor.refresh/recompile, Play-mode control, input simulation, test.run, script.execute — and any batch.execute that carries one of them. The gateway extension refuses these by default. A tool name it does not recognise (project-registered custom tools included) counts as project-changing unless its verb is clearly read-only: the gate fails closed, never open.

How to enable them — both steps are required:

  1. The operator starts the gateway with the opt-in environment variable. It is read from the gateway process, so the model cannot set it:

    bash
    OPENCLAW_EDITOR_ALLOW_DESTRUCTIVE=1 openclaw gateway restart
    # or, scoped to this skill only:
    OPENCLAW_UNITY_ALLOW_DESTRUCTIVE=1 openclaw gateway restart
  2. The caller passes confirm: true on each project-changing call, after the user has approved that specific change:

    unity_execute: asset.delete {path: "Assets/Old/Item.prefab"}, confirm: true

Missing either one is a refusal with an explanation of what was blocked and how to allow it. Nothing reaches the Editor in the meantime.

Preview first: dryRun: true reports how a call is classified and what would be sent, and sends nothing:

unity_execute: gameobject.destroy {name: "Player"}, dryRun: true
→ {risk: "project-changing", requiresConfirmation: true, wouldRun: false, executed: false}

Check the current state: openclaw unity status prints whether project-changing tools are enabled, and GET /unity/status reports the same as destructiveOperations: "enabled" | "blocked".

Scope of the gate: it lives in the gateway extension that ships with this skill (extension/index.ts), so it covers every call routed through the OpenClaw gateway — Telegram, Discord and the other channels. The Unity Editor add-on's local MCP bridge (port 27182, Mode 2 below) is a separate install from the plugin repository and is not gated by this package: keep that port on the local machine and review the plugin repository for its own controls.

Connection Modes

1. OpenClaw Gateway (Remote)

For Telegram, Discord, and other OpenClaw channels:

  • Auto-connects when Unity opens
  • Configure in: Window → OpenClaw Plugin → Settings
2. MCP Bridge (Local)

For Claude Code, Cursor, and local AI tools:

  • Start: Window → OpenClaw Plugin → MCP Bridge → Start
  • Default port: 27182
  • Add to Claude Code: claude mcp add unity -- node <path>/MCP~/index.js

First-Time Setup

If unity_execute tool is not available, install the gateway extension:

bash
# From skill directory
./scripts/install-extension.sh

# Restart gateway
openclaw gateway restart

The extension files are in extension/ directory.

What install-extension.sh Does
bash
# 1. Copies extension files from skill to gateway
#    Source: <skill>/extension/
#    Destination: ~/.openclaw/extensions/unity/

# 2. Files installed:
#    - index.ts     # Extension entry point (HTTP handlers, tools)
#    - package.json # Extension metadata

# After installation, restart gateway to load the extension.

🔐 Security: Model Invocation Setting

When publishing to ClawHub, disableModelInvocation controls who may start the skill:

SettingAI Auto-InvokeUser Explicit Request
false (default)✅ Allowed✅ Allowed
true❌ Blocked✅ Allowed
Recommendation: true

Reason: this skill can execute arbitrary C# inside the Editor (script.execute) and call Editor APIs by reflection. That is the whole point of it, and it is also why it should never start on its own inference. As of v1.7.0 this skill ships with disableModelInvocation: true — it runs only on explicit user request, and every project-changing call is gated on top of that (see Safety and permissions).

The full capability disclosure — arbitrary code execution, destructive operations, network surface — is in Security & Privacy Disclosure at the end of this document. Read it before enabling the skill.

Quick Reference

Core Tools
CategoryKey Tools
Scenescene.getActive, scene.getData, scene.load, scene.open, scene.save
GameObjectgameobject.find, gameobject.getAll, gameobject.create, gameobject.destroy
Componentcomponent.get, component.set, component.add, component.remove
Transformtransform.setPosition, transform.setRotation, transform.setScale
Debugdebug.hierarchy, debug.screenshot, console.getLogs
Inputinput.clickUI, input.type, input.keyPress, input.mouseClick
Editoreditor.getState, editor.play, editor.stop, editor.refresh
Materialmaterial.create, material.assign, material.modify, material.getInfo
Prefabprefab.create, prefab.instantiate, prefab.open, prefab.save
Assetasset.find, asset.copy, asset.move, asset.delete
Packagepackage.add, package.remove, package.list, package.search
Testtest.run, test.list, test.getResults

Common Workflows

1. Scene Inspection
unity_execute: debug.hierarchy {depth: 2}
unity_execute: scene.getActive
2. Find & Modify Objects
unity_execute: gameobject.find {name: "Player"}
unity_execute: component.get {name: "Player", componentType: "Transform"}
unity_execute: transform.setPosition {name: "Player", x: 0, y: 5, z: 0}
3. UI Testing
unity_execute: input.clickUI {name: "PlayButton"}
unity_execute: input.type {text: "TestUser", elementName: "UsernameInput"}
unity_execute: debug.screenshot
4. Play Mode Control
unity_execute: editor.play              # Enter Play mode
unity_execute: editor.stop              # Exit Play mode
unity_execute: editor.getState          # Check current state
unity_execute: editor.pause             # Pause
unity_execute: editor.unpause           # Resume
5. Material Creation
unity_execute: material.create {name: "RedMetal", color: "#FF0000", metallic: 0.8}
unity_execute: material.assign {gameObjectName: "Player", materialPath: "Assets/Materials/RedMetal.mat"}
unity_execute: material.modify {path: "Assets/Materials/RedMetal.mat", metallic: 1.0, emission: "#FF4444"}
6. Prefab Workflow
unity_execute: prefab.create {gameObjectName: "Player", path: "Assets/Prefabs/Player.prefab"}
unity_execute: prefab.instantiate {prefabPath: "Assets/Prefabs/Player.prefab", x: 0, y: 1, z: 0}
unity_execute: prefab.open {path: "Assets/Prefabs/Player.prefab"}
unity_execute: prefab.save
unity_execute: prefab.close
7. Asset Management
unity_execute: asset.find {query: "Player", type: "Prefab"}
unity_execute: asset.copy {sourcePath: "Assets/Prefabs/Player.prefab", destPath: "Assets/Backup/Player.prefab"}
unity_execute: asset.move {sourcePath: "Assets/Old/Item.prefab", destPath: "Assets/New/Item.prefab"}
8. Package Management
unity_execute: package.list
unity_execute: package.search {query: "TextMeshPro"}
unity_execute: package.add {packageName: "com.unity.textmeshpro"}
unity_execute: package.add {gitUrl: "https://github.com/example/package.git"}
9. Test Running
unity_execute: test.list {testMode: "EditMode"}
unity_execute: test.run {testMode: "EditMode", filter: "PlayerTests"}
unity_execute: test.getResults
10. Script Execution (Enhanced)

script.execute is project-changing: it needs the operator opt-in and confirm: true on every call (see Safety and permissions).

# Debug logging
unity_execute: script.execute {code: "Debug.Log('Hello')"}, confirm: true

# Time manipulation
unity_execute: script.execute {code: "Time.timeScale = 0.5"}

# PlayerPrefs
unity_execute: script.execute {code: "PlayerPrefs.SetInt('score', 100)"}

# Reflection-based method calls
unity_execute: script.execute {code: "MyClass.MyMethod()"}
unity_execute: script.execute {code: "MyClass.MyStaticMethod('param1', 123)"}

Tool Categories (~100 tools)

Console (3 tools)
  • console.getLogs - Get logs with optional type filter (Log/Warning/Error)
  • console.getErrors - Get error/exception logs (with optional warnings)
  • console.clear - Clear captured logs
Scene (7 tools)
  • scene.list - List scenes in build settings
  • scene.getActive - Get active scene info
  • scene.getData - Get full hierarchy data
  • scene.load - Load scene by name (Play mode)
  • scene.open - Open scene in Editor mode
  • scene.save - Save active scene (Editor mode)
  • scene.saveAll - Save all open scenes (Editor mode)
GameObject (8 tools)
  • gameobject.find - Find by name, tag, or component
  • gameobject.getAll - Get all GameObjects with filtering
  • gameobject.create - Create object or primitive (Cube, Sphere, etc.)
  • gameobject.destroy - Destroy object
  • gameobject.delete - Delete object (alias for destroy)
  • gameobject.getData - Get detailed data
  • gameobject.setActive - Enable/disable
  • gameobject.setParent - Change hierarchy
Transform (6 tools)
  • transform.getPosition - Get world position {x, y, z}
  • transform.getRotation - Get Euler rotation {x, y, z}
  • transform.getScale - Get local scale {x, y, z}
  • transform.setPosition - Set world position {x, y, z}
  • transform.setRotation - Set Euler rotation
  • transform.setScale - Set local scale
Component (5 tools)
  • component.add - Add component by type name
  • component.remove - Remove component
  • component.get - Get component data/properties
  • component.set - Set field/property value
  • component.list - List available component types
Script (3 tools)
  • script.execute - Execute code: Debug.Log, Time, PlayerPrefs, reflection calls
  • script.read - Read script file
  • script.list - List project scripts
Application (4 tools)
  • app.getState - Get play mode, FPS, time
  • app.play - Enter/exit Play mode
  • app.pause - Toggle pause
  • app.stop - Stop Play mode
Debug (3 tools)
  • debug.log - Write to console
  • debug.screenshot - Capture screenshot
  • debug.hierarchy - Text hierarchy view
Editor (9 tools)
  • editor.refresh - Refresh AssetDatabase (triggers recompile)
  • editor.recompile - Request script recompilation
  • editor.domainReload - Force domain reload
  • editor.focusWindow - Focus window (game/scene/console/hierarchy/project/inspector)
  • editor.listWindows - List open windows
  • editor.getState - Get editor state
  • editor.play - Enter Play mode
  • editor.stop - Exit Play mode
  • editor.pause / editor.unpause - Pause control
Input Simulation (10 tools)
  • input.keyPress - Press and release key
  • input.keyDown / input.keyUp - Hold/release key
  • input.type - Type text into field
  • input.mouseMove - Move cursor
  • input.mouseClick - Click at position
  • input.mouseDrag - Drag operation
  • input.mouseScroll - Scroll wheel
  • input.getMousePosition - Get cursor position
  • input.clickUI - Click UI element by name
Material (5 tools) - NEW in v1.5.0
  • material.create - Create material with shader, color, metallic, smoothness
  • material.assign - Assign material to GameObject
  • material.modify - Modify material properties (color, metallic, emission)
  • material.getInfo - Get detailed material info with all shader properties
  • material.list - List materials in project with filtering
Prefab (5 tools) - NEW in v1.5.0
  • prefab.create - Create prefab from scene GameObject
  • prefab.instantiate - Instantiate prefab in scene with position
  • prefab.open - Open prefab for editing
  • prefab.close - Close prefab editing mode
  • prefab.save - Save currently edited prefab
Asset (7 tools) - NEW in v1.5.0
  • asset.find - Search assets by query, type, folder
  • asset.copy - Copy asset to new path
  • asset.move - Move/rename asset
  • asset.delete - Delete asset (with trash option)
  • asset.refresh - Refresh AssetDatabase
  • asset.import - Import/reimport specific asset
  • asset.getPath - Get asset path by name
Show full SKILL.md (704 more words)Show less
Package Manager (4 tools) - NEW in v1.5.0
  • package.add - Install package by name or git URL
  • package.remove - Remove installed package
  • package.list - List installed packages
  • package.search - Search Unity package registry
Test Runner (3 tools) - NEW in v1.5.0
  • test.run - Run EditMode/PlayMode tests with filtering
  • test.list - List available tests
  • test.getResults - Get last test run results
Batch Execution (1 tool) - NEW in v1.6.0
  • batch.execute - Execute multiple tools in one call (10-100x performance)
    • commands: Array of {tool, params} objects
    • stopOnError: Stop on first error (default: false)
Session (1 tool) - NEW in v1.6.0
  • session.getInfo - Get session info (project, processId, machineName, sessionId)
ScriptableObject (6 tools) - NEW in v1.6.0
  • scriptableobject.create - Create new ScriptableObject asset
  • scriptableobject.load - Load and inspect ScriptableObject fields
  • scriptableobject.save - Save ScriptableObject changes
  • scriptableobject.getField - Get specific field value
  • scriptableobject.setField - Set field value with auto-save
  • scriptableobject.list - List ScriptableObjects in project
Shader (3 tools) - NEW in v1.6.0
  • shader.list - List shaders in project
  • shader.getInfo - Get shader properties and info
  • shader.getKeywords - Get shader keywords
Texture (5 tools) - NEW in v1.6.0
  • texture.create - Create new texture with color fill
  • texture.getInfo - Get texture info (size, format, import settings)
  • texture.setPixels - Fill region with color
  • texture.resize - Resize texture via import settings
  • texture.list - List textures in project

Custom Tools API - v1.6.0

Register project-specific tools:

csharp
OpenClawCustomTools.Register(
    "mygame.getScore",
    "Get current score",
    (args) => new { success = true, score = GameManager.Score }
);

MCP Resources - v1.6.0

Access Unity data via MCP resource URIs:

URIDescription
unity://scene/hierarchyScene hierarchy
unity://scene/activeActive scene info
unity://project/scriptsScript list
unity://project/scenesScene list
unity://editor/stateEditor state
unity://console/logsConsole logs
unity://session/infoSession info

Tips

Screenshot Modes
  • Play mode: ScreenCapture - includes all UI overlays
  • Editor mode: Camera.main.Render() - no overlay UI
  • Use {method: "camera"} for camera-only capture
Finding Objects
gameobject.find {name: "Player"}           # By exact name
gameobject.find {tag: "Enemy"}             # By tag
gameobject.find {componentType: "Camera"}  # By component
gameobject.getAll {activeOnly: true}       # All active objects
Script Recompilation

Unity may not auto-recompile after code changes. Use:

editor.refresh    # Full asset refresh + recompile
Play Mode Transitions
  • Plugin survives Play mode transitions via SessionState
  • If connection lost, wait for auto-reconnect or use Window → OpenClaw Plugin → Settings → Connect
MCP Bridge Usage

For Claude Code / Cursor integration:

  1. Start: Window → OpenClaw Plugin → MCP Bridge → Start
  2. Register: claude mcp add unity -- node /path/to/MCP~/index.js
  3. Verify: curl http://127.0.0.1:27182/status
Input Simulation Limitation

Keyboard/mouse simulation works for UI interactions but NOT for Input.GetKey(). For gameplay testing:

  • Use transform.setPosition to move objects directly
  • Or migrate to Unity's new Input System

Troubleshooting

IssueSolution
Tool timeoutCheck Unity is responding, try editor.getState
Gateway no connectionCheck Window → OpenClaw Plugin → Settings
MCP no connectionStart MCP Bridge, verify port 27182
Scripts not updatingUse editor.refresh to force recompile
Wrong screenshotUse Play mode for game view with UI
MCP 504 timeoutUnity busy or MCP Bridge not started
Test Runner not foundInstall com.unity.test-framework package

Security & Privacy Disclosure

This skill drives a live Unity Editor — treat it like giving a collaborator editor access. Full disclosure of capabilities:

  • Arbitrary code execution (by design): script.execute compiles and runs C# inside the Unity process, and several tools use reflection to reach editor internals. This is the core of editor automation — it also means the skill can do anything the editor can. Only use in trusted, version-controlled projects. Ask the user to review C# snippets before running code they didn't write.
  • Destructive operations are gated at runtime (v1.7.0+): deleting GameObjects/assets, saving scenes/projects, installing packages, simulating keyboard/mouse input and running script.execute are refused by the gateway extension unless it was started with OPENCLAW_EDITOR_ALLOW_DESTRUCTIVE=1 and the call carries confirm: true. Confirm the change with the user before setting it — see Safety and permissions.
  • Package installation: Git-based package installs import external, unvetted code into the project. Verify the source URL with the user first.
  • Metadata: the connection handshake includes machine name and process ID (used to route messages to the right editor instance). No other host information is collected or transmitted.
  • Network surface: MCP bridge listens on localhost port 27182. Keep it bound to localhost; do not expose the port beyond the local machine or a trusted network.
  • Trigger scope: routine-sounding requests ("clean up the scene", "save everything", "just try it") map to state-changing editor operations — confirm once before the first state-changing call in a session.
  • Safety defaults: disableModelInvocation: true is set — the model cannot auto-invoke this skill; it runs only on explicit user request. Project-changing tools default to refused, and dryRun: true previews any call without sending it. Keep project backups / source control current before automation sessions.

License

Apache-2.0 — See LICENSE.md

© TomLeeLive, Apache-2.0. 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 4 other files (references) in skill of TomLeeLive/openclaw-unity-plugin.

  • SKILL.md
  • SKILL.md.meta
  • references.meta
  • references/tools.md
  • references/tools.md.meta

Open the folder on GitHubat commit b00c811

Compare with similar skills

Unity Plugin 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 Plugin compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Unity Plugin this skillTomLeeLive/openclaw-unity-plugin106—~5.1kAutomated safety check: PassApache-2.0
Unity Skill CreateIvanMurzak/Unity-MCP4.4k—~2.1kAutomated safety check: PassApache-2.0
Unity Initial SetupIvanMurzak/Unity-MCP4.4k—~855Automated safety check: PassApache-2.0
Unity Tool ListIvanMurzak/Unity-MCP4.4k—~1.1kAutomated safety check: PassApache-2.0
Unreal Blueprint Authoringflopperam/unreal-engine-mcp1.1k—~1.6kAutomated safety check: PassNone
Locus Unity BridgeMisaka-Mikoto-Tech/agent-skills275—~4kAutomated safety check: PassMIT

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Questions about Unity Plugin

What does Unity Plugin do?

Control Unity Editor via OpenClaw Unity Plugin. An agent skill from TomLeeLive/openclaw-unity-plugin. Unity Plugin is an agent skill from TomLeeLive/openclaw-unity-plugin. Control Unity Editor via OpenClaw Unity Plugin.

When should I use Unity Plugin?

Unity Plugin fits situations like: unity game development tasks including scene management; gameObject/Component manipulation; input simulation; play mode control — including arbitrary C execution (script.execute) and reflection-based editor calls.

How do I install Unity Plugin in Claude Code?

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

How do I install Unity Plugin in Codex?

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

Can I use Unity Plugin 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 TomLeeLive/openclaw-unity-plugin --skill unity-plugin -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-plugin, .gemini/skills/unity-plugin, .github/skills/unity-plugin and .opencode/skills/unity-plugin in your project.

What does Unity Plugin need to run?

Going by SKILL.md and its folder, Unity Plugin needs the command-line tools its instructions call (claude and curl).

Does Unity Plugin access the network?

SKILL.md names 2 domains. In commands or code: github.com; the agent is likely to contact it when it follows the instructions. As links in the text: docs.openclaw.ai. This is read from the text; nothing was executed.

Is Unity Plugin 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 Plugin use?

Unity Plugin is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Unity Plugin use?

About 5.1k tokens (SKILL.md is roughly 20k 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 3.6k tokens, read only when the agent opens those files.

What are the alternatives to Unity Plugin?

Skills that share tags, products or a category with Unity Plugin: Unity Skill Create (IvanMurzak/Unity-MCP, 4.4k stars), Unity Initial Setup (IvanMurzak/Unity-MCP, 4.4k stars), Unity Tool List (IvanMurzak/Unity-MCP, 4.4k stars) and Unreal Blueprint Authoring (flopperam/unreal-engine-mcp, 1.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Unity Plugin?

TomLeeLive (a GitHub user) maintains it in TomLeeLive/openclaw-unity-plugin, which has 106 GitHub stars. The repository was last updated on September 8, 2026.

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