Control and observe the Unity Editor — read persistent scene/file changes, enter/exit/pause/step play mode, inspect live GameObject runtime state, select objects, undo/redo, and execute menu items. Use after the user edited Unity while the AI was away, when file watching reports changes, or when driving Editor state. 控制并观察 Unity 编辑器(读取持久化场景/文件变更、进入/退出/暂停/单帧步进 play mode、检查运行时状态、选中对象、撤销/重做、执行菜单项);当用户在 AI 离开期间修改了 Unity、文件监控发现变化、或需要操控编辑器状态时使用。
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-editor
Observe and control the Unity Editor without parsing scene YAML.
editor_get_changes / editor_get_selection / editor_get_context / editor_get_state / editor_get_tags / editor_get_layers / editor_playmode_inspect 标 SkillMode.SemiAuto,可直接执行;其余 editor_select / editor_undo / editor_redo / editor_execute_menu / editor_playmode_step 默认 FullAuto,Approval 模式下需 grant。editor_play / editor_play_capture / editor_stop / editor_pause(标 MayEnterPlayMode = true)。这些在 Approval/Auto 下返 MODE_FORBIDDEN,仅 Bypass 或 Allowlist 命中可调。DO NOT (common hallucinations):
editor_run does not exist → use editor_play to enter play modeeditor_compile / editor_recompile do not exist → use debug_force_recompileeditor_save does not exist → use editor_execute_menu with menuPath "File/Save"editor_execute_menu requires exact menu path — typos cause silent failureRouting:
debug module's debug_check_compilationdebug module's debug_get_errorsscene_save (scene module) or editor_execute_menu menuPath="File/Save"editor_get_changes before reading .unity YAMLeditor_get_changes.dropped=true → its 500-entry retention window was exceeded; rebuild context with scene_context / scene_diff| Skill | Description |
|-------|-------------|
| editor_play | Enter play mode |
| editor_play_capture | Observe runtime errors, optionally screenshot, then exit |
| editor_stop | Exit play mode |
| editor_pause | Toggle pause |
| editor_playmode_step | Advance Play Mode by N frames (async job) |
| editor_playmode_inspect | Inspect a GameObject's live runtime state (transform, component fields) |
| editor_select | Select GameObject |
| editor_get_selection | Get selected objects |
| editor_get_context | Get full editor context (selection, assets, scene) |
| editor_get_changes | Read persistent scene/file changes by cursor |
| editor_undo | Undo last action |
| editor_redo | Redo last action |
| editor_get_state | Get editor state |
| editor_execute_menu | Execute menu item |
| editor_get_tags | Get all tags |
| editor_get_layers | Get all layers |
| console_set_pause_on_error | Pause play mode on error (console module) |
Enter play mode. Warning: any unsaved scene changes made during Play mode will be lost when exiting.
Returns: {success, mode, jobId} — mode="playing", jobId returned from AsyncJobService so callers can poll entering_play_mode completion.
Enter Play Mode, observe errors for durationSeconds (default 10, range 1–300), optionally capture the Game View, then exit. Returns a Job whose result includes healthy, error aggregates, stoppedEarly, and screenshotPath.
Exit play mode.
Returns: {success, mode} — mode="stopped".
Toggle pause state.
Returns: {success, paused} — paused is the new boolean state.
Advance Play Mode forward by frames (1–100, default 1) using EditorApplication.Step; Unity automatically enters paused state as part of stepping. Requires Play Mode to already be active — call editor_play or editor_play_capture first, otherwise this returns a structured error (error + hint + suggestedSkills: ["editor_play", "editor_play_capture"]). Only one step job may be in flight at a time; a second call while one is still running returns an error naming the active jobId.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| frames | int | No | 1 | Frames to advance, clamped to 1–100 |
Runs as an async job, not synchronously: EditorApplication.Step() only lands on a later Editor tick, so the skill issues one Step() call at a time, confirms it landed by watching Time.frameCount advance, and only then issues the next — back-to-back Step() calls without that confirmation are not reliable. The call itself returns immediately: {success, status: "accepted", jobId, framesRequested}.
Poll job_status with the returned jobId until status="completed"; its details then contains {framesRequested, framesCompleted, frameCount, isPaused}. Do not use job_wait — like playmode/play_capture, this job's progress depends on EditorApplication.update ticks, and job_wait's blocking loop runs on the same main thread those ticks come from, so it cannot observe progress; it will just spend its full timeout doing nothing. If Play Mode exits or Unity fails to advance a frame within 10s, the job fails with failed_exited_play_mode / failed_step_timeout.
Inspect a GameObject's live runtime state: transform (position/rotation/scale), activeSelf/activeInHierarchy, and — when componentType is given — that component's public fields and properties (reuses the same reflection helper as component_get_properties, not reimplemented). Works during Play Mode, including while paused, and also in Edit Mode, where it returns editor-time values — check isPlaying/isPaused in the response to know which state the values reflect.
| Parameter | Type | Required | Description |
|-----------|------|----------|-------------|
| name | string | No* | Object name |
| instanceId | int | No* | Instance ID (preferred) |
| path | string | No* | Object path |
| componentType | string | No | Component type name; when set, also returns its public fields/properties |
*One identifier required
Returns: {success, gameObject, entityId, instanceId, path, activeSelf, activeInHierarchy, transform: {position, localPosition, rotation, localScale}, isPlaying, isPaused, component}. component is null when componentType is omitted, an error object when the type isn't found or isn't attached, or {gameObject, component, fullTypeName, properties, fields} (same shape as component_get_properties) otherwise.
Select a GameObject.
| Parameter | Type | Required | Description |
|-----------|------|----------|-------------|
| name | string | No* | Object name |
| instanceId | int | No* | Instance ID (preferred) |
| path | string | No* | Object path |
*One identifier required
Get currently selected objects.
Returns: {count, objects: [{name, instanceId}]}
Get full editor context including selection, assets, and scene info.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| includeComponents | bool | No | false | Include component list |
| includeChildren | bool | No | false | Include children info |
Returns:
selectedGameObjects: Objects in Hierarchy (instanceId, path, tag, layer)selectedAssets: Assets in Project window (GUID, path, type, isFolder)activeScene: Current scene info (name, path, isDirty)focusedWindow: Name of focused editor windowisPlaying, isCompiling: Editor stateRead the persistent change journal at Library/UnitySkills/editor_changes.jsonl. It captures scene object/component/property summaries plus imported, deleted, and moved asset paths across Domain Reloads. It never parses or returns raw .unity YAML.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| since | long | No | 0 | Previous response cursor; 0 reads retained history |
| types | string | No | all | Comma-separated scene, file, undo, or lifecycle |
| source | string | No | all | editor/manual, rest, or all |
| limit | int | No | 100 | Newest entries to return, 1-500 |
Returns: {hasChanges, cursor, oldestSeq, dropped, truncated, changes}. Save cursor for the next call. dropped=true means older changes fell outside the 500-entry journal, so rebuild full scene context.
Undo the last action.
Redo the last undone action.
Get current editor state.
Returns: {isPlaying, isPaused, isCompiling, timeSinceStartup, unityVersion, platform}
Execute a menu command.
| Parameter | Type | Required | Description |
|-----------|------|----------|-------------|
| menuPath | string | Yes | Menu item path |
Common Menu Paths:
| Menu Path | Action |
|-----------|--------|
| File/Save | Save current scene |
| File/Build Settings... | Open build settings |
| Edit/Play | Toggle play mode |
| GameObject/Create Empty | Create empty object |
| Window/General/Console | Open console |
| Assets/Refresh | Refresh assets |
Get all available tags.
Returns: {tags: [string]}
Get all available layers.
Returns: {layers: [{index, name}]}
Pause-on-error is provided by the console module, not the editor module.
Use console_set_pause_on_error from console/SKILL.md.
import unity_skills
# Check editor state before operations
state = unity_skills.call_skill("editor_get_state")
if state['isCompiling']:
print("Wait for compilation to finish")
# On resume or after file-watch notification, inspect semantic changes first.
changes = unity_skills.call_skill("editor_get_changes", since=last_cursor)
last_cursor = changes["cursor"]
# Get full context (useful for understanding current state)
context = unity_skills.call_skill("editor_get_context", includeComponents=True)
for obj in context['selectedGameObjects']:
print(f"Selected: {obj['name']} (ID: {obj['instanceId']})")
# Select and operate on object
unity_skills.call_skill("editor_select", name="Player")
selection = unity_skills.call_skill("editor_get_selection")
# Safe experimentation with undo
unity_skills.call_skill("gameobject_delete", name="TestObject")
unity_skills.call_skill("editor_undo") # Restore if needed
# Execute menu command
unity_skills.call_skill("editor_execute_menu", menuPath="File/Save")
# Step through Play Mode frame-by-frame and assert state changed
import time
# Enter Play Mode with a generous observation window so there's time left to step
capture = unity_skills.call_skill("editor_play_capture", durationSeconds=30)
while True:
capture_status = unity_skills.call_skill("job_status", jobId=capture["jobId"])
if capture_status["currentStage"] not in ("entering_play_mode", "domain_reload_recovery"):
break # Play Mode has been entered; capture_status["currentStage"] == "observing"
time.sleep(0.2)
before = unity_skills.call_skill("editor_playmode_inspect", name="Player")["transform"]["position"]
step = unity_skills.call_skill("editor_playmode_step", frames=3)
while True:
step_status = unity_skills.call_skill("job_status", jobId=step["jobId"]) # not job_wait, see above
if step_status["status"] in ("completed", "failed"):
break
time.sleep(0.1)
after = unity_skills.call_skill("editor_playmode_inspect", name="Player")["transform"]["position"]
assert after != before, "Player did not move after 3 frames"
print(step_status["details"]["frameCount"], step_status["details"]["isPaused"])
editor_get_changes before reading scene fileseditor_get_context to get instanceId for batch operationsExact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.
Integration with protocols.io API for managing scientific protocols. This skill should be used when working with protocols.io to search, create, update, or publish protocols; manage protocol steps and materials; handle discussions and comments; organize workspaces; upload and manage files; or integrate protocols.io functionality into workflows. Applicable for protocol discovery, collaborative protocol development, experiment tracking, lab protocol management, and scientific documentation.
Analyzes job descriptions and generates tailored resumes that highlight relevant experience, skills, and achievements to maximize interview chances
Generate Excalidraw diagrams from natural language descriptions. Use when asked to "create a diagram", "make a flowchart", "visualize a process", "draw a system architecture", "create a mind map", or "generate an Excalidraw file". Supports flowcharts, relationship diagrams, mind maps, and system architecture diagrams. Outputs .excalidraw JSON files that can be opened directly in Excalidraw.
Build and distribute Expo development clients locally or via TestFlight
Use when you have a written implementation plan to execute in a separate session with review checkpoints
Data structure for annotated matrices in single-cell analysis. Use when working with .h5ad files or integrating with the scverse ecosystem. This is the data format skill—for analysis workflows use scanpy; for probabilistic models use scvi-tools; for population-scale queries use cellxgene-census.
Benchling R&D platform integration. Access registry (DNA, proteins), inventory, ELN entries, workflows via API, build Benchling Apps, query Data Warehouse, for lab data management automation.
Comprehensive molecular biology toolkit. Use for sequence manipulation, file parsing (FASTA/GenBank/PDB), phylogenetics, and programmatic NCBI/PubMed access (Bio.Entrez). Best for batch processing, custom bioinformatics pipelines, BLAST automation. For quick lookups use gget; for multi-service integration use bioservices.
Take besty0728/unity-editor from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.