mcpbeat

Unity Script

besty0728/unity-script

Create, read, and analyze C# scripts — create, read, replace, append, search, rename, move, and delete scripts, plus compile feedback. Use when authoring or editing C# code, searching across scripts, refactoring file layout, or checking compile errors, even if the user just says "写个脚本" or "改代码". 对 C# 脚本进行增删改查与分析(创建、读取、替换、追加、搜索、重命名、移动、删除脚本,以及编译反馈);当用户要编写或编辑 C# 代码、跨脚本搜索、重构文件布局、或检查编译错误时使用。

3k tokens
context cost
the whole folder, loaded on every use
1
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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-script

The instruction itself

21 sections, as written by the author

Unity Script Skills

> BATCH-FIRST: Use script_create_batch when creating 2+ scripts.

> DESIGN-FIRST: Before creating gameplay scripts, actively consider coupling, performance, and maintainability. In an existing project, load ../project-scout/SKILL.md first. If the user is asking for architecture or refactoring advice, load ../architecture/SKILL.md and then ../patterns/SKILL.md, ../async/SKILL.md, ../inspector/SKILL.md, ../performance/SKILL.md, ../script-roles/SKILL.md, ../scene-contracts/SKILL.md, ../testability/SKILL.md, or ../scriptdesign/SKILL.md as needed.

Operating Mode

  • Approval: 只读类 skill(script_read / script_list / script_find_in_file / script_get_info / script_get_compile_feedback,标 SkillMode.SemiAuto)直接执行;写型 skill(script_create / script_create_batch / script_replace / script_append / script_rename / script_move / script_delete,默认 SkillMode.FullAuto)需用户 grant,grant 后服务端一步执行返结果。
  • Auto / Bypass: 直接执行。
  • 本模块含 Delete / Reload 类高危 skillscript_create / script_create_batch / script_replace / script_append / script_delete 会触发 Domain Reload(且多标 RiskLevel=high),script_delete 同时是 Delete 操作 —— 这些 skill 在 Approval / Auto 下被 IsForbiddenInSemi 自动拦截,仅 Bypass 或 Allowlist 命中可执行

DO NOT (common hallucinations):

  • script_edit / script_update do not exist → use script_replace for find-and-replace
  • script_write does not exist → use script_create (new file) or script_replace (modify existing)
  • scriptName parameter must NOT include .cs extension
  • Templates only accept: MonoBehaviour, ScriptableObject, Editor, EditorWindow

Routing:

  • To modify existing script content → script_replace (find/replace) or script_append (add lines)
  • To read script → script_read
  • To check compile errors → script_get_compile_feedback
  • To analyze script API → use perception module's script_analyze

Skills Overview

| Single Object | Batch Version | Use Batch When |

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

| script_create | script_create_batch | Creating 2+ scripts |

No batch needed:

  • script_read - Read script content
  • script_delete - Delete script
  • script_find_in_file - Search in scripts
  • script_append - Append content to script
  • script_get_compile_feedback - Check compile errors for one script after Unity finishes compiling
  • create_script() in scripts/unity_skills.py now waits for Unity to come back once and refreshes compile feedback automatically after script creation.

Skills

script_create

Create a C# script from template.

| Parameter | Type | Required | Default | Description |

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

| scriptName | string | Yes | - | Script class name |

| folder | string | No | "Assets/Scripts" | Save folder |

| template | string | No | "MonoBehaviour" | Template type |

| namespaceName | string | No | null | Optional namespace |

| checkCompile | bool | No | true | Check compilation after create |

| diagnosticLimit | int | No | 20 | Max compile diagnostics |

Templates: MonoBehaviour, ScriptableObject, Editor, EditorWindow

Returns: {success, status, path, jobId, className, namespaceName, designReminder, serverAvailability?}

Poll the returned jobId (or call script_get_compile_feedback) to obtain compile diagnostics — they are not embedded in the synchronous response. serverAvailability carries the transient-unavailable hint when Unity is about to reload the script domain.

script_create_batch

Create multiple scripts in one call.

Returns: {success, totalItems, successCount, failCount, results: [{success, path, className}], compilation?}

Before batch creation, decide whether each script should be:

  • a thin MonoBehaviour bridge
  • a ScriptableObject configuration asset
  • or a plain C# domain/service class generated from a custom template
unity_skills.call_skill("script_create_batch", items=[
    {"scriptName": "PlayerController", "folder": "Assets/Scripts/Player", "template": "MonoBehaviour"},
    {"scriptName": "EnemyAI", "folder": "Assets/Scripts/Enemy", "template": "MonoBehaviour"},
    {"scriptName": "GameSettings", "folder": "Assets/Scripts/Data", "template": "ScriptableObject"}
])

script_read

Read script content.

| Parameter | Type | Required | Description |

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

| scriptPath | string | Yes | Script asset path |

Returns: {path, lines, content}

script_delete

Delete a script.

| Parameter | Type | Required | Description |

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

| scriptPath | string | Yes | Script to delete |

Returns: {success, status, deleted, jobId, serverAvailability?}

script_find_in_file

Search for patterns in scripts.

| Parameter | Type | Required | Default | Description |

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

| pattern | string | Yes | - | Search pattern |

| folder | string | No | "Assets" | Search folder |

| isRegex | bool | No | false | Use regex |

| limit | int | No | 50 | Max results |

Returns: {pattern, matchCount, matches: [{file, line, content}]}

script_append

Append content to a script.

| Parameter | Type | Required | Default | Description |

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

| scriptPath | string | Yes | - | Script path |

| content | string | Yes | - | Content to append |

| atLine | int | No | end | Line number to insert at |

| checkCompile | bool | No | true | Check compilation after append |

| diagnosticLimit | int | No | 20 | Max compile diagnostics |

script_get_compile_feedback

Get compile diagnostics related to one script.

| Parameter | Type | Required | Default | Description |

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

| scriptPath | string | Yes | - | Script path |

| limit | int | No | 20 | Max diagnostics |


Example: Efficient Script Setup

import unity_skills

# BAD: 3 API calls + 3 Domain Reloads
unity_skills.call_skill("script_create", scriptName="PlayerController", folder="Assets/Scripts/Player")
# Wait for Domain Reload...
unity_skills.call_skill("script_create", scriptName="EnemyAI", folder="Assets/Scripts/Enemy")
# Wait for Domain Reload...
unity_skills.call_skill("script_create", scriptName="GameManager", folder="Assets/Scripts/Core")
# Wait for Domain Reload...

# GOOD: 1 API call + 1 Domain Reload
unity_skills.call_skill("script_create_batch", items=[
    {"scriptName": "PlayerController", "folder": "Assets/Scripts/Player"},
    {"scriptName": "EnemyAI", "folder": "Assets/Scripts/Enemy"},
    {"scriptName": "GameManager", "folder": "Assets/Scripts/Core"}
])
# Wait for Domain Reload once...

Important: Domain Reload And Compile Feedback

After creating or editing scripts, Unity triggers a Domain Reload (recompilation). Use the returned compilation field first. If isCompiling=true, wait for Unity to finish and then call script_get_compile_feedback.

import time

result = unity_skills.call_skill("script_create", scriptName="MyScript")
time.sleep(5)  # Wait for Unity to recompile if result["compilation"]["isCompiling"] is true
feedback = unity_skills.call_skill("script_get_compile_feedback", scriptPath=result["path"])
unity_skills.call_skill("component_add", name="Player", componentType="MyScript")

Best Practices

  • Use meaningful script names matching class name
  • Organize scripts in logical folders
  • Before creating gameplay code, decide the class role first: MonoBehaviour, ScriptableObject, or plain C# helper/service
  • Actively reduce coupling: prefer explicit dependencies, small responsibilities, and event-driven notifications over hidden globals
  • Actively consider performance: avoid unnecessary Update, repeated Find, reflection in hot paths, and avoidable allocations
  • Actively consider maintainability: clear naming, explicit ownership, Inspector-friendly fields, and simple module boundaries
  • Avoid giant boilerplate/template dumps. Start from the smallest structure that solves the current need
  • Do not default to UniTask or a global event bus unless the project context justifies them
  • Avoid cryptic abbreviations in class, field, and method names unless they are already a project convention

10. Use templates for correct base class

11. Wait for compilation after creating scripts

12. After script edits, call script_get_compile_feedback and fix reported errors

13. Use regex search for complex patterns

14. Use batch creation to minimize Domain Reloads


Additional Skills

script_replace

Find and replace content in a script file.

| Parameter | Type | Required | Default | Description |

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

| scriptPath | string | Yes | - | Script asset path |

| find | string | Yes | - | Text or pattern to find |

| replace | string | Yes | - | Replacement text |

| isRegex | bool | No | false | Use regex matching |

| checkCompile | bool | No | true | Check compilation after replace |

| diagnosticLimit | int | No | 20 | Max compile diagnostics |

Returns: { success, status, path, jobId, replacements, serverAvailability? }

script_list

List C# script files in the project.

| Parameter | Type | Required | Default | Description |

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

| folder | string | No | "Assets" | Folder to search in |

| filter | string | No | null | Filter string for path matching |

| limit | int | No | 100 | Max results |

Returns: { count, scripts: [{ path, name }] }

script_get_info

Get script info (class name, base class, methods).

| Parameter | Type | Required | Default | Description |

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

| scriptPath | string | Yes | - | Script asset path |

Returns: { path, className, baseClass, namespaceName, isMonoBehaviour, publicMethods, publicFields }

script_rename

Rename a script file.

| Parameter | Type | Required | Default | Description |

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

| scriptPath | string | Yes | - | Script asset path |

| newName | string | Yes | - | New script name (without extension) |

| checkCompile | bool | No | true | Check compilation after rename |

| diagnosticLimit | int | No | 20 | Max compile diagnostics |

Returns: { success, status, path, jobId, oldPath, newName, serverAvailability? }

script_move

Move a script to a new folder.

| Parameter | Type | Required | Default | Description |

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

| scriptPath | string | Yes | - | Script asset path |

| newFolder | string | Yes | - | Destination folder. Must already exist. |

| checkCompile | bool | No | true | Check compilation after move |

| diagnosticLimit | int | No | 20 | Max compile diagnostics |

Returns: { success, status, path, jobId, oldPath, newPath, serverAvailability? }


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-script 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.