Use when an agent needs to inspect or control a real Unity Editor through Locus, especially when Unity MCP is unavailable, a project may lack the Locus package, named-pipe discovery is needed, C# must be executed, or Unity scripts must be recompiled.
npx skills add https://github.com/Misaka-Mikoto-Tech/agent-skills --skill locus-unity-bridge
Use the bundled PowerShell client instead of rewriting named-pipe code. Locus
uses UTF-8 JSON Lines and may emit events before a response; the client waits
for the envelope whose reply_to matches its request ID.
execute_code has arbitrary Unity Editor authority. Use it only for the
project and task the user authorized.
Do not install/copy the Locus package, create its marker, launch/close Unity,
or modify a project merely to make the bridge connect. Diagnose first and ask
for authorization if setup changes are required.
$locusBridge = Join-Path $env:USERPROFILE '.agents\skills\locus-unity-bridge\scripts\locus-unity.ps1'
& pwsh.exe -NoLogo -NoProfile -NonInteractive -File $locusBridge `
-Command probe -ProjectPath 'E:\Source\SomeUnityProject'
Status:| Status | Meaning and next action |
|---|---|
| connected | Use execute, send, or recompile. |
| package_missing | Locus is not installed. Report the expected package Packages/com.farlocus.locus; request permission before installation. |
| package_invalid | A candidate folder exists without Editor/Locus.Editor.asmdef; report the incomplete path. |
| bridge_not_enabled | Package exists, but no marker or reachable computed pipe exists. Ask the user to enable/connect Locus for this project. |
| editor_unreachable | A marker exists, but its pipe is unavailable. Verify that the matching project is open in Unity and Locus is active. |
The probe supports the canonical package plus legacy Assets/Locus and
Assets/Plugins/Locus layouts. It also handles
LOCUS_UNITY_NATIVE_BRIDGE=1, where no marker may exist but the computed pipe
is live.
Execute multi-line C# from a file. Use print(...) or printJson(...) to
return data:
& pwsh.exe -NoLogo -NoProfile -NonInteractive -File $locusBridge `
-Command execute -ProjectPath 'E:\Source\SomeUnityProject' `
-CodeFile 'C:\Temp\inspect-scene.cs' -TimeoutSeconds 30
Example snippet:
print(UnityEngine.SceneManagement.SceneManager.GetActiveScene().path);
Send a protocol message:
& pwsh.exe -NoLogo -NoProfile -NonInteractive -File $locusBridge `
-Command send -ProjectPath 'E:\Source\SomeUnityProject' `
-MessageType status -Message ''
Request compilation and wait across domain reload:
& pwsh.exe -NoLogo -NoProfile -NonInteractive -File $locusBridge `
-Command recompile -ProjectPath 'E:\Source\SomeUnityProject' `
-TimeoutSeconds 10 -RecompileTimeoutSeconds 120
All successful commands print JSON. A failed transport or Unity response exits
nonzero and preserves the useful error text.
unity-editor-update events have no matching reply_to.
is elsewhere.
probe.
Create new skills, modify and improve existing skills, and measure skill performance. Use when users want to create a skill from scratch, edit, or optimize an existing skill, run evals to test a skill, benchmark skill performance with variance analysis, or optimize a skill's description for better triggering accuracy.
Guide for creating effective skills. This skill should be used when users want to create a new skill (or update an existing skill) that extends Claude's capabilities with specialized knowledge, workflows, or tool integrations.
Guide for creating effective skills. This skill should be used when users want to create a new skill (or update an existing skill) that extends Claude's capabilities with specialized knowledge, workflows, or tool integrations.
Replace with description of the skill and when Claude should use it.
Use when facing 2+ independent tasks that can be worked on without shared state or sequential dependencies
This skill should be used when the user wants to "create a skill", "add a skill to plugin", "write a new skill", "improve skill description", "organize skill content", or needs guidance on skill structure, progressive disclosure, or skill development best practices for Claude Code plugins.
Helps users discover and install agent skills when they ask questions like "how do I do X", "find a skill for X", "is there a skill that can...", or express interest in extending capabilities. This skill should be used when the user is looking for functionality that might exist as an installable skill.
Use when creating new skills, editing existing skills, or verifying skills work before deployment
Take misaka-mikoto-tech/locus-unity-bridge 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.