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 - 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> --help3️⃣ 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 <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 roadmap
- 🔴 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 status4. 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" trueBatch 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"
doneWait 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 refreshChain 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-errorCI/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 status before 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 <unity-project-root> && node.unity-websocket/uw console logs --errors-only to 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 --port flag if running multiple Unity Editor instances - Plugin avoids conflicts with Browser Pilot (9222-9322) and Blender Toolkit (9400-9500)
- Wait Commands Usage
- Use wait compile after making code changes to ensure compilation finishes - Use wait playmode enter/exit for play mode synchronization in automated tests - Use wait sleep to 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-error to 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:
- Connection & Status - GameObject & Hierarchy - Transform - Component - Scene Management - Asset Database & Editor - Console & Logging - EditorPrefs Management - Wait Commands - Chain Commands - Menu Execution - Asset Management - Prefab - Material - Shader
- 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: 🧪 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)