unity-editor-toolkit
npx skills add https://github.com/dev-gom/claude-code-marketplace --skill unity-editor-toolkit
Agent 安装分布
Skill 文档
Purpose
Unity Editor Toolkit enables comprehensive Unity Editor automation and control from Claude Code. It provides:
- Extensive Command Coverage: 500+ commands spanning 25 Unity Editor categories
- Real-time Communication: Instant bidirectional WebSocket connection (JSON-RPC 2.0)
- SQLite Database Integration: Real-time GameObject synchronization with GUID-based persistence
- GUID-based Identification: Persistent GameObject tracking across Unity sessions
- Multi-scene Support: Synchronize all loaded scenes simultaneously (1s interval)
- Command Pattern: Undo/Redo support for database operations
- Auto Migration: Automatic schema migration system
- Batch Operations: Efficient bulk inserts, updates, and deletes (500 objects/batch)
- Menu Execution: Run Unity Editor menu items programmatically (Window, Assets, Edit, GameObject menus)
- ScriptableObject Management: Complete CRUD operations with array/list support and all field types
- Array/List Operations: Add, remove, get, clear elements with nested access (
items[0].name) - All Field Types: Integer, Float, String, Boolean, Vector*, Color, Quaternion, Bounds, AnimationCurve, ObjectReference, and more
- Nested Property Traversal: Access deeply nested fields with dot notation and array indices
- Array/List Operations: Add, remove, get, clear elements with nested access (
- Deep Editor Integration: GameObject/hierarchy, transforms, components, scenes, materials, prefabs, animation, physics, lighting, build pipeline, and more
- Security First: Multi-layer defense against injection attacks (SQL, command, JSON, path traversal) and unauthorized access
- Production Ready: Cross-platform support with robust error handling and logging
Always run scripts with --help first to see usage. DO NOT read the source until you try running the script first and find that a customized solution is abslutely necessary. These scripts can be very large and thus pollute your context window. They exist to be called directly as black-box scripts rather than ingested into your context window.
ð 문ì ì°ì ìì¹ (íì)
â ï¸ CRITICAL: Unity Editor Toolkit skillì ì¬ì©í ëë ë°ëì ë¤ì ìì를 ë°ë¥´ì¸ì:
1ï¸â£ Reference 문ì íì¸ (íì)
ëª
ë ¹ì´ë¥¼ ì¬ì©í기 ì ì ë°ëì skills/references/ í´ëì í´ë¹ 문ì를 ì½ì¼ì¸ì:
- COMMANDS.md – 모ë ëª ë ¹ì´ì ì¹´í ê³ ë¦¬ ë° ê°ì
- Category-specific docs – ì¬ì©í ëª
ë ¹ì´ì ì¹´í
ê³ ë¦¬ 문ì:
- Component Commands – comp list/add/remove/enable/disable/get/set/inspect/move-up/move-down/copy
- GameObject Commands – go find/create/destroy/set-active/set-parent/get-parent/get-children
- Transform Commands – tf get/set-position/set-rotation/set-scale
- Scene Commands – scene current/list/load/new/save/unload/set-active
- Console Commands – console logs/clear
- EditorPrefs Commands – prefs get/set/delete/list/clear/import
- Other Categories – ì¶ê° ëª ë ¹ì´ ì¹´í ê³ ë¦¬
2ï¸â£ --help ì¤í
# 모ë ëª
ë ¹ì´ íì¸
cd <unity-project-root> && node .unity-websocket/uw --help
# í¹ì ëª
ë ¹ì´ì ìµì
íì¸
cd <unity-project-root> && node .unity-websocket/uw <command> --help
3ï¸â£ ìì ì¤í
reference 문ìì Examples ì¹ì ì ì°¸ê³ íì¬ ëª ë ¹ì´ë¥¼ ì¤ííì¸ì.
4ï¸â£ ìì¤ ì½ë ì½ê¸° (ìµíì ìë¨)
- reference 문ìì –helpë§ì¼ë¡ë í´ê²° ì ë ëë§ ìì¤ ì½ë를 ì½ì¼ì¸ì
- ìì¤ ì½ëë 컨í ì¤í¸ ìëì°ë¥¼ ë§ì´ ì°¨ì§íë¯ë¡ ê°ë¥íë©´ í¼íì¸ì
ì´ ìì를 무ìíë©´:
- â ëª ë ¹ì´ ì¬ì©ë²ì ì못 ì´í´í ì ìì
- â ìµì ì ëì³ì ìíì§ ìë ê²°ê³¼ê° ëì¬ ì ìì
- â 컨í ì¤í¸ ìëì°ë¥¼ ëë¹í ì ìì
When to Use
Use Unity Editor Toolkit when you need to:
-
Automate Unity Editor Tasks
- Create and manipulate GameObjects, components, and hierarchies
- Configure scenes, materials, and rendering settings
- Control animation, physics, and particle systems
- Manage assets, prefabs, and build pipelines
-
Real-time Unity Testing
- Monitor console logs and errors during development
- Query GameObject states and component properties
- Test scene configurations and gameplay logic
- Debug rendering, physics, or animation issues
-
Batch Operations
- Create multiple GameObjects with specific configurations
- Apply material/shader changes across multiple objects
- Setup scene hierarchies from specifications
- Automate repetitive Editor tasks
-
Menu and Editor Automation
- Execute Unity Editor menu items programmatically (
menu run "Window/General/Console") - Open editor windows and tools via command line
- Automate asset refresh, reimport, and build operations
- Query available menu items with wildcard filtering
- Execute Unity Editor menu items programmatically (
-
ScriptableObject Management
- Create and configure ScriptableObject assets programmatically
- Read and modify all field types (Vector, Color, Quaternion, AnimationCurve, etc.)
- Manipulate arrays/lists with full CRUD operations
- Access nested properties with array index notation (
items[0].stats.health) - Query ScriptableObject types and inspect asset metadata
-
Database-Driven Workflows
- Persistent GameObject tracking across Unity sessions with GUID-based identification
- Real-time synchronization of all loaded scenes to SQLite database
- Analytics and querying of GameObject hierarchies and properties
- Undo/Redo support for database operations via Command Pattern
- Efficient batch operations (500 objects/batch) for large scene management
-
CI/CD Integration
- Automated builds with platform-specific settings
- Test Runner integration for unit/integration tests
- Asset validation and integrity checks
- Build pipeline automation
Prerequisites
Unity Project Setup
-
Install Unity Editor Toolkit Server Package
- Via Unity Package Manager (Git URL or local path)
- Requires Unity 2020.3 or higher
- Package location:
skills/assets/unity-package
-
Configure WebSocket Server
- Open Unity menu:
Tools > Unity Editor Toolkit > Server Window - Plugin scripts path auto-detected from
~/.claude/plugins/... - Click “Install CLI” to build WebSocket server (one-time setup)
- Server starts automatically when Unity Editor opens
- Open Unity menu:
-
Database Setup (Optional)
- In the Server window, switch to “Database” tab
- Click “Connect” to initialize SQLite database
- Database file location:
{ProjectRoot}/.unity-websocket/unity-editor.db - Click “Start Sync” to enable real-time GameObject synchronization (1s interval)
- GUID Components: GameObjects are automatically tagged with persistent GUIDs
- Multi-scene: All loaded scenes are synchronized automatically
- Analytics: View sync stats, database health, and Undo/Redo history
-
Server Status
- Port: Auto-assigned from range 9500-9600
- Status file:
{ProjectRoot}/.unity-websocket/server-status.json - CLI automatically detects correct port from this file
-
Dependencies
- websocket-sharp (install via package installation scripts)
- Newtonsoft.Json (Unity’s built-in version)
- Cysharp.UniTask (for async/await database operations)
- SQLite-net (embedded SQLite database)
Claude Code Plugin
The Unity Editor Toolkit plugin provides CLI commands for Unity Editor control.
Core Workflow
1. Connection
Unity Editor Toolkit CLI automatically:
- Detects Unity project via
.unity-websocket/server-status.json - Reads port information from status file (9500-9600 range)
- Connects to WebSocket server if Unity Editor is running
2. Execute Commands
â ï¸ Before executing ANY command, check the reference documentation for your command category (see “ð 문ì ì°ì ìì¹” section above).
Unity Editor Toolkit provides 86+ commands across 15 categories. All commands run from the Unity project root:
cd <unity-project-root> && node .unity-websocket/uw <command> [options]
Available Categories (Implemented):
| # | Category | Commands | Reference |
|---|---|---|---|
| 1 | Connection & Status | 1 | COMMANDS_CONNECTION_STATUS.md |
| 2 | GameObject & Hierarchy | 8 | COMMANDS_GAMEOBJECT_HIERARCHY.md |
| 3 | Transform | 4 | COMMANDS_TRANSFORM.md |
| 4 | Component ⨠| 10 | COMMANDS_COMPONENT.md |
| 5 | Scene Management | 7 | COMMANDS_SCENE.md |
| 6 | Asset Database & Editor | 3 | COMMANDS_EDITOR.md |
| 7 | Console & Logging | 2 | COMMANDS_CONSOLE.md |
| 8 | EditorPrefs Management | 6 | COMMANDS_PREFS.md |
| 9 | Wait Commands | 4 | COMMANDS_WAIT.md |
| 10 | Chain Commands | 2 | COMMANDS_CHAIN.md |
| 11 | Menu Execution | 2 | COMMANDS_MENU.md |
| 12 | Asset Management | 9 | COMMANDS_ASSET.md |
| 13 | Prefab | 12 | COMMANDS_PREFAB.md |
| 14 | Material | 9 | COMMANDS_MATERIAL.md |
| 15 | Shader | 7 | COMMANDS_SHADER.md |
Usage:
cd <unity-project-root> && node .unity-websocket/uw <command> [options]
Required: Check Documentation
# 1. 먼ì ëª
ë ¹ì´ ì¹´í
ê³ ë¦¬ì reference 문ì를 ì½ì¼ì¸ì
# ì: Component ëª
ë ¹ì´ ì¬ì© â skills/references/COMMANDS_COMPONENT.md ì½ê¸°
# 2. --helpë¡ ëª
ë ¹ì´ ìµì
íì¸
cd <unity-project-root> && node .unity-websocket/uw --help
cd <unity-project-root> && node .unity-websocket/uw <command> --help
# 3. reference 문ìì ìì 를 ì°¸ê³ íì¬ ì¤í
ð Complete Documentation by Category
Required Reading: Before using any command, read the Category-specific reference document:
- ð´ MUST READ FIRST – COMMANDS.md – Overview and command roadmap
- ð´ MUST READ – Category-specific docs (links in the table above)
- Component Commands – NEW: comp list/add/remove/enable/disable/get/set/inspect/move-up/move-down/copy
- GameObject Commands – go find/create/destroy/set-active/set-parent/get-parent/get-children
- Transform Commands – tf get/set-position/set-rotation/set-scale
- Scene Commands – scene current/list/load/new/save/unload/set-active
- Console Commands – console logs/clear
- EditorPrefs Commands – prefs get/set/delete/list/clear/import
- Other Categories – Full list with all categories
3. Check Connection Status
# Verify WebSocket connection
cd <unity-project-root> && node .unity-websocket/uw status
# Use custom port
cd <unity-project-root> && node .unity-websocket/uw --port 9301 status
4. Complex Workflows
Create and configure GameObject:
cd <unity-project-root> && node .unity-websocket/uw go create "Enemy" && \
cd <unity-project-root> && node .unity-websocket/uw tf set-position "Enemy" "10,0,5" && \
cd <unity-project-root> && node .unity-websocket/uw tf set-rotation "Enemy" "0,45,0"
Load scene and activate GameObject:
cd <unity-project-root> && node .unity-websocket/uw scene load "Level1" && \
cd <unity-project-root> && node .unity-websocket/uw go set-active "Boss" true
Batch GameObject creation:
for i in {1..10}; do
cd <unity-project-root> && node .unity-websocket/uw go create "Cube_$i" && \
cd <unity-project-root> && node .unity-websocket/uw tf set-position "Cube_$i" "$i,0,0"
done
Wait for compilation then execute:
# Make code changes, then wait for compilation to finish
cd <unity-project-root> && node .unity-websocket/uw wait compile && \
cd <unity-project-root> && node .unity-websocket/uw editor refresh
Chain multiple commands sequentially:
# Execute commands from JSON file
cd <unity-project-root> && node .unity-websocket/uw chain execute commands.json
# Execute commands inline
cd <unity-project-root> && node .unity-websocket/uw chain exec \
"GameObject.Create:name=Player" \
"GameObject.SetActive:instanceId=123,active=true"
# Continue execution even if some commands fail
cd <unity-project-root> && node .unity-websocket/uw chain exec \
"Editor.Refresh" \
"GameObject.Find:path=InvalidPath" \
"Console.Clear" \
--continue-on-error
CI/CD Pipeline workflow:
#!/bin/bash
cd /path/to/unity/project
# Cleanup
node .unity-websocket/uw.js chain exec "Console.Clear" "Editor.Refresh"
# Wait for compilation
node .unity-websocket/uw.js wait compile
# Run tests (example)
node .unity-websocket/uw.js chain exec \
"Scene.Load:name=TestScene" \
"GameObject.Find:path=TestRunner" \
"Console.Clear"
Best Practices
-
Always Verify Connection
- Run
cd <unity-project-root> && node .unity-websocket/uw statusbefore executing commands - Ensure Unity Editor is running and server component is active
- Run
-
Use Hierarchical Paths
- Prefer full paths for nested GameObjects:
"Environment/Terrain/Trees" - Avoids ambiguity when multiple GameObjects share the same name
- Prefer full paths for nested GameObjects:
-
Monitor Console Logs
- Use
cd <unity-project-root> && node .unity-websocket/uw console logs --errors-onlyto catch errors during automation - Clear console before running automation scripts for clean logs
- Use
-
Batch Operations Carefully
- Add delays between commands if creating many GameObjects
- Consider Unity Editor performance limitations
-
Connection Management
- Unity Editor Toolkit uses localhost-only connections (127.0.0.1)
- Port range limited to 9500-9600 to avoid conflicts with other tools
-
Error Handling
- Commands return JSON-RPC error responses for invalid operations
- Check exit codes and error messages in automation scripts
-
Port Management
- Default port 9500 works for most projects
- Use
--portflag if running multiple Unity Editor instances - Plugin avoids conflicts with Browser Pilot (9222-9322) and Blender Toolkit (9400-9500)
-
Wait Commands Usage
- Use
wait compileafter making code changes to ensure compilation finishes - Use
wait playmode enter/exitfor play mode synchronization in automated tests - Use
wait sleepto add delays between commands when needed - Note: Wait commands have delayed responses (default 5-minute timeout)
- Domain reload automatically cancels all pending wait requests
- Use
-
Chain Commands Best Practices
- Use chain for sequential command execution with automatic error handling
- Default behavior: stop on first error (use
--continue-on-errorto override) - Wait commands are NOT supported in chain (use separate wait commands)
- Use JSON files for complex multi-step workflows
- Use inline exec for quick command sequences
-
Development Roadmap Awareness
- Phase 2 (Current): 86 commands implemented across 15 categories
- Phase 3+: Animation, Physics, Lighting, Camera, Audio, Navigation – 400+ commands planned
- See full roadmap in COMMANDS.md
References
Detailed documentation available in the references/ folder:
- QUICKSTART.md – Quick setup and first commands (English)
- QUICKSTART.ko.md – Quick setup guide (Korean)
- COMMANDS.md – Complete 500+ command roadmap (English)
- Implemented Command Categories:
- API_COMPATIBILITY.md – Unity version compatibility (2020.3 – Unity 6)
- TEST_GUIDE.md – Unity C# server testing guide (English)
- TEST_GUIDE.ko.md – Unity C# server testing guide (Korean)
Unity C# server package available in assets/unity-package/ – install via Unity Package Manager once released.
Status: 𧪠Experimental – Phase 2 (86 commands implemented) Unity Version Support: 2020.3 – Unity 6 Protocol: JSON-RPC 2.0 over WebSocket Port Range: 9500-9600 (auto-assigned)