unity-editor-toolkit
Automate and control Unity Editor with 500+ commands, real-time WebSocket communication, and SQLite integration for efficient game development.
Install
mkdir -p .claude/skills/unity-editor-toolkit && curl -L -o skill.zip "https://mcp.directory/api/skills/download/228" && unzip -o skill.zip -d .claude/skills/unity-editor-toolkit && rm skill.zipInstalls to .claude/skills/unity-editor-toolkit
About this skill
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.
📚 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 - 모든 명령어의 카테고리 및 개요
- Category-specific docs - 사용할 명령어의 카테고리 문서:
- 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 - 추가 명령어 카테고리
2️⃣ --help 실행
# 모든 명령어 확인
cd <unity-project-root> && node .unity-websocket/uw --help
# 특정 명령어의 옵션 확인
cd <unity-project-root> && node .unity-websocket/uw <command> --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
- 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
⚠️ 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 <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. 먼저 명령어 카테고리의 reference 문서를 읽으세요
# 예: Component 명령어 사용 → skills/references/COMMANDS_COMPONENT.md 읽기
# 2. --help로 명령어 옵션 확인
cd <unity-project-root> && node .unity-websocket/uw --help
cd <unity-project-root> && node .unity-websocket/uw <command> --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 - Overview and command ro
Content truncated.
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