Install
$ agentstack add skill-sherererlock-unity-dev-claudecode-skills ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ● Network access Used
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
About
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
- 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.
📚 문서 우선 원칙 (필수)
⚠️ CRITICAL: Unity Editor Toolkit skill을 사용할 때는 반드시 다음 순서를 따르세요:
1️⃣ Reference 문서 확인 (필수)
명령어를 사용하기 전에 반드시 skills/references/ 폴더의 해당 문서를 읽으세요:
- [COMMANDS.md](./references/COMMANDS.md) - 모든 명령어의 카테고리 및 개요
- Category-specific docs - 사용할 명령어의 카테고리 문서:
- [Component Commands](./references/COMMANDS_COMPONENT.md) - comp list/add/remove/enable/disable/get/set/inspect/move-up/move-down/copy
- [GameObject Commands](./references/COMMANDSGAMEOBJECTHIERARCHY.md) - go find/create/destroy/set-active/set-parent/get-parent/get-children
- [Transform Commands](./references/COMMANDS_TRANSFORM.md) - tf get/set-position/set-rotation/set-scale
- [Scene Commands](./references/COMMANDS_SCENE.md) - scene current/list/load/new/save/unload/set-active
- [Console Commands](./references/COMMANDS_CONSOLE.md) - console logs/clear
- [EditorPrefs Commands](./references/COMMANDS_PREFS.md) - prefs get/set/delete/list/clear/import
- [Other Categories](./references/COMMANDS.md) - 추가 명령어 카테고리
2️⃣ --help 실행
# 모든 명령어 확인
cd && node .unity-websocket/uw --help
# 특정 명령어의 옵션 확인
cd && node .unity-websocket/uw --help
3️⃣ 예제 실행
reference 문서의 Examples 섹션을 참고하여 명령어를 실행하세요.
4️⃣ 소스 코드 읽기 (최후의 수단)
- reference 문서와 --help만으로는 해결 안 될 때만 소스 코드를 읽으세요
- 소스 코드는 컨텍스트 윈도우를 많이 차지하므로 가능하면 피하세요
이 순서를 무시하면:
- ❌ 명령어 사용법을 잘못 이해할 수 있음
- ❌ 옵션을 놓쳐서 원하지 않는 결과가 나올 수 있음
- ❌ 컨텍스트 윈도우를 낭비할 수 있음
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
- 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
- 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
⚠️ Before executing ANY command, check the reference documentation for your command category (see "📚 문서 우선 원칙" section above).
Unity Editor Toolkit provides 86+ commands across 15 categories. All commands run from the Unity project root:
cd && node .unity-websocket/uw [options]
Available Categories (Implemented):
| # | Category | Commands | Reference | |---|----------|----------|-----------| | 1 | Connection & Status | 1 | [COMMANDSCONNECTIONSTATUS.md](./references/COMMANDSCONNECTIONSTATUS.md) | | 2 | GameObject & Hierarchy | 8 | [COMMANDSGAMEOBJECTHIERARCHY.md](./references/COMMANDSGAMEOBJECTHIERARCHY.md) | | 3 | Transform | 4 | [COMMANDSTRANSFORM.md](./references/COMMANDSTRANSFORM.md) | | 4 | Component ✨ | 10 | [COMMANDSCOMPONENT.md](./references/COMMANDSCOMPONENT.md) | | 5 | Scene Management | 7 | [COMMANDSSCENE.md](./references/COMMANDSSCENE.md) | | 6 | Asset Database & Editor | 3 | [COMMANDSEDITOR.md](./references/COMMANDSEDITOR.md) | | 7 | Console & Logging | 2 | [COMMANDSCONSOLE.md](./references/COMMANDSCONSOLE.md) | | 8 | EditorPrefs Management | 6 | [COMMANDSPREFS.md](./references/COMMANDSPREFS.md) | | 9 | Wait Commands | 4 | [COMMANDSWAIT.md](./references/COMMANDSWAIT.md) | | 10 | Chain Commands | 2 | [COMMANDSCHAIN.md](./references/COMMANDSCHAIN.md) | | 11 | Menu Execution | 2 | [COMMANDSMENU.md](./references/COMMANDSMENU.md) | | 12 | Asset Management | 9 | [COMMANDSASSET.md](./references/COMMANDSASSET.md) | | 13 | Prefab | 12 | [COMMANDSPREFAB.md](./references/COMMANDSPREFAB.md) | | 14 | Material | 9 | [COMMANDSMATERIAL.md](./references/COMMANDSMATERIAL.md) | | 15 | Shader | 7 | [COMMANDSSHADER.md](./references/COMMANDSSHADER.md) |
Usage:
cd && node .unity-websocket/uw [options]
Required: Check Documentation
# 1. 먼저 명령어 카테고리의 reference 문서를 읽으세요
# 예: Component 명령어 사용 → skills/references/COMMANDS_COMPONENT.md 읽기
# 2. --help로 명령어 옵션 확인
cd && node .unity-websocket/uw --help
cd && node .unity-websocket/uw --help
# 3. reference 문서의 예제를 참고하여 실행
📖 Complete Documentation by Category
Required Reading: Before using any command, read the Category-specific reference document:
- 🔴 MUST READ FIRST - [COMMANDS.md](./references/COMMANDS.md) - Overview and command roadmap
- 🔴 MUST READ - Category-specific docs (links in the table above)
- [Component Commands](./references/COMMANDS_COMPONENT.md) - NEW: comp list/add/remove/enable/disable/get/set/inspect/move-up/move-down/copy
- [GameObject Commands](./references/COMMANDSGAMEOBJECTHIERARCHY.md) - go find/create/destroy/set-active/set-parent/get-parent/get-children
- [Transform Commands](./references/COMMANDS_TRANSFORM.md) - tf get/set-position/set-rotation/set-scale
- [Scene Commands](./references/COMMANDS_SCENE.md) - scene current/list/load/new/save/unload/set-active
- [Console Commands](./references/COMMANDS_CONSOLE.md) - console logs/clear
- [EditorPrefs Commands](./references/COMMANDS_PREFS.md) - prefs get/set/delete/list/clear/import
- [Other Categories](./references/COMMANDS.md) - Full list with all categories
3. Check Connection Status
# Verify WebSocket connection
cd && node .unity-websocket/uw status
# Use custom port
cd && node .unity-websocket/uw --port 9301 status
4. Complex Workflows
Create and configure GameObject:
cd && node .unity-websocket/uw go create "Enemy" && \
cd && node .unity-websocket/uw tf set-position "Enemy" "10,0,5" && \
cd && node .unity-websocket/uw tf set-rotation "Enemy" "0,45,0"
Load scene and activate GameObject:
cd && node .unity-websocket/uw scene load "Level1" && \
cd && node .unity-websocket/uw go set-active "Boss" true
Batch GameObject creation:
for i in {1..10}; do
cd && node .unity-websocket/uw go create "Cube_$i" && \
cd && node .unity-websocket/uw tf set-position "Cube_$i" "$i,0,0"
done
Wait for compilation then execute:
# Make code changes, then wait for compilation to finish
cd && node .unity-websocket/uw wait compile && \
cd && node .unity-websocket/uw editor refresh
Chain multiple commands sequentially:
# Execute commands from JSON file
cd && node .unity-websocket/uw chain execute commands.json
# Execute commands inline
cd && node .unity-websocket/uw chain exec \
"GameObject.Create:name=Player" \
"GameObject.SetActive:instanceId=123,active=true"
# Continue execution even if some commands fail
cd && 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 && node .unity-websocket/uw statusbefore executing commands - Ensure Unity Editor is running and server component is active
- Use Hierarchical Paths
- Prefer full paths for nested GameObjects:
"Environment/Terrain/Trees" - Avoids ambiguity when multiple GameObjects share the same name
- Monitor Console Logs
- Use
cd && node .unity-websocket/uw console logs --errors-onlyto catch errors during automation - Clear console before running automation scripts for clean logs
- 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
- 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/COMMANDS.md)
References
Detailed documentation available in the references/ folder:
- [QUICKSTART.md](../QUICKSTART.md) - Quick setup and first commands (English)
- [QUICKSTART.ko.md](../QUICKSTART.ko.md) - Quick setup guide (Korean)
- [COMMANDS.md](./references/COMMANDS.md) - Complete 500+ command roadmap (English)
- Implemented Command Categories:
- [Connection & Status](./references/COMMANDSCONNECTIONSTATUS.md)
- [GameObject & Hierarchy](./references/COMMANDSGAMEOBJECTHIERARCHY.md)
- [Transform](./references/COMMANDS_TRANSFORM.md)
- [Component](./references/COMMANDS_COMPONENT.md)
- [Scene Management](./references/COMMANDS_SCENE.md)
- [Asset Database & Editor](./references/COMMANDS_EDITOR.md)
- [Console & Logging](./references/COMMANDS_CONSOLE.md)
- [EditorPrefs Management](./references/COMMANDS_PREFS.md)
- [Wait Commands](./references/COMMANDS_WAIT.md)
- [Chain Commands](./references/COMMANDS_CHAIN.md)
- [Menu Execution](./references/COMMANDS_MENU.md)
- [Asset Management](./references/COMMANDS_ASSET.md)
- [Prefab](./refe
…
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: sherererlock
- Source: sherererlock/UnityDev_ClaudeCode
- License: Apache-2.0
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.