mcpbeat

Unity Project

besty0728/unity-project

Read Unity project information — project metadata such as Unity version and render pipeline, plus lists of shaders and UPM packages. Use when checking the Unity version, detecting the render pipeline, or listing installed shaders/packages, even if the user just says "项目信息" or "什么版本". 读取 Unity 项目信息(项目元数据如 Unity 版本与渲染管线,以及 shader 与 UPM 包列表);当用户要查看 Unity 版本、判断渲染管线、或列出已装 shader/包时使用。

1k tokens
context cost
the whole folder, loaded on every use
1
files
instructions only
0
copies elsewhere
how many repositories repackaged it
1536
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-project

The instruction itself

14 sections, as written by the author

Project Skills

Project information and configuration.

Operating Mode

build_playerRiskLevel=high 的实际出包操作,仅 Bypass 或 Allowlist 放行后可执行;project_add_tag 默认 FullAuto。其余 8 个查询 skill 均为 SemiAuto 只读操作。

> Player Settings、Build Settings、Layer 通过本模块只读获取;如需编辑,请使用 editor_execute_menu 打开 Edit/Project Settings...File/Build Settings...(菜单本身在 editor 模块为 SemiAuto,可直接执行)。

DO NOT (common hallucinations):

  • project_save does not exist → use scene_save (scene module) or editor_execute_menu menuPath="File/Save"
  • project_settings does not exist → use specific skills: project_get_render_pipeline, project_get_build_settings, etc.
  • project_set_resolution / project_set_player_settings do not exist → Player Settings are read-only via project_get_player_settings; to edit, open Project Settings via editor_execute_menu with Edit/Project Settings...
  • project_create does not exist → projects are created via Unity Hub, not REST API

Routing:

  • For graphics / quality / SRP configuration → use the graphics module
  • For Layer/Tag management → project_add_tag (this module); Layers are read-only via project_get_layers (edit via editor_execute_menuEdit/Project Settings...)
  • For inspecting build settings → project_get_build_settings; for producing a player → build_player

Skills

project_get_info

Get project information including render pipeline, Unity version, and settings.

Parameters: None.

project_get_render_pipeline

Get current render pipeline type and recommended shaders.

Parameters: None.

project_list_shaders

List all available shaders in the project.

Parameters:

  • filter (string, optional): Filter by name.
  • limit (int, optional): Max results (default 50).

project_get_build_settings

Get build settings (platform, scenes).

Parameters: None.

Returns: { success, activeBuildTarget, buildTargetGroup, sceneCount, scenes }

build_player

Build a player through BuildPipeline.BuildPlayer and return immediately with an asynchronous Job.

Parameters: outputPath?, target?, scenes?, development=false, overwrite=false. Output must remain inside the project and outside Unity-managed folders.

Returns: {success, status:"accepted", jobId, kind, platform, outputPath, scenes}. Poll /jobs/{id}; the final result contains the BuildReport summary.

project_get_packages

List installed UPM packages.

Parameters: None.

Returns: { success, manifest }

project_get_layers

Get all Layer definitions.

Parameters: None.

Returns: { success, count, layers }

project_get_tags

Get all Tag definitions.

Parameters: None.

Returns: { success, count, tags }

project_add_tag

Add a custom Tag.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| tagName | string | Yes | - | The tag name to add |

Returns: { success, tag }

project_get_player_settings

Get Player Settings.

Parameters: None.

Returns: { success, productName, companyName, bundleVersion, defaultScreenWidth, defaultScreenHeight, fullscreen, apiCompatibility, scriptingBackend }


Exact Signatures

Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.

How to use it

Copy the folder

Take besty0728/unity-project from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

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.