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unity-editor-toolkitUnity editor toolkit 搜索

Agent Skill

unity-editor-toolkit 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

364

周安装

15

GitHub Stars

82

下载量

119
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

3

许可证

MIT

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:unity-editor-toolkit(Unity editor toolkit 搜索)
来源仓库:https://github.com/dev-gom/claude-code-marketplace
仓库路径:skills/unity-editor-toolkit
安装命令:
npx skills add https://github.com/dev-gom/claude-code-marketplace --skill unity-editor-toolkit
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。不同来源提供的安装方式可能略有差异;本站展示可直接复制的安装命令,安装前请核对来源页面。

skills.shnpx skills
npx skills add https://github.com/dev-gom/claude-code-marketplace --skill unity-editor-toolkit

简介

用于 Unity Editor Toolkit 相关信息的查找、检索和筛选,适合在 Codex、Claude、Cursor、Gemini CLI 中快速定位工具包资料。

  • 适用于需要根据关键词或任务场景定位候选结果时使用。
  • 通过 npx skills add 命令从 GitHub 仓库安装并使用。
  • 安装前建议确认权限范围和维护状态,避免触发不必要的联网或文件操作。
  • unity-editor-toolkit 属于研究检索类 Skill,可作为该场景下的辅助能力补充。

SKILL.md

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> --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:

  1. 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

  1. 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

  1. Batch Operations

- Create multiple GameObjects with specific configurations - Apply material/shader changes across multiple objects - Setup scene hierarchies from specifications - Automate repetitive Editor tasks

  1. 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

  1. 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

  1. 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

  1. 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

  1. 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

  1. 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

  1. 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

  1. 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

  1. 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):

#CategoryCommandsReference
1Connection & Status1COMMANDS_CONNECTION_STATUS.md
2GameObject & Hierarchy8COMMANDS_GAMEOBJECT_HIERARCHY.md
3Transform4COMMANDS_TRANSFORM.md
4Component10COMMANDS_COMPONENT.md
5Scene Management7COMMANDS_SCENE.md
6Asset Database & Editor3COMMANDS_EDITOR.md
7Console & Logging2COMMANDS_CONSOLE.md
8EditorPrefs Management6COMMANDS_PREFS.md
9Wait Commands4COMMANDS_WAIT.md
10Chain Commands2COMMANDS_CHAIN.md
11Menu Execution2COMMANDS_MENU.md
12Asset Management9COMMANDS_ASSET.md
13Prefab12COMMANDS_PREFAB.md
14Material9COMMANDS_MATERIAL.md
15Shader7COMMANDS_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 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

  1. 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

  1. Use Hierarchical Paths

- Prefer full paths for nested GameObjects: "Environment/Terrain/Trees" - Avoids ambiguity when multiple GameObjects share the same name

  1. 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

  1. Batch Operations Carefully

- Add delays between commands if creating many GameObjects - Consider Unity Editor performance limitations

  1. 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

  1. Error Handling

- Commands return JSON-RPC error responses for invalid operations - Check exit codes and error messages in automation scripts

  1. 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)

  1. 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

  1. 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

  1. 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:

- 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

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)

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

04

需要参考平台分布和安装热度时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

补充不同宿主或平台的使用分布数据

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Claude Code

29.56%
按下载量换算35

Gemini CLI

19.17%
按下载量换算23

Codex

17.81%
按下载量换算21

OpenCode

12.57%
按下载量换算15

Cursor

6.5%
按下载量换算8

Antigravity

3.14%
按下载量换算4

安全审计

暂无安全审计结果可展示。

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。

来源信息

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