unity-editor
Comprehensive Unity Editor operations using unity-mcp-client CLI via uvx. Covers daily workflows (refresh, console, build verification), asset management, scene/object manipulation, and debugging. This skill should be used when users request Unity Editor operations, error analysis, log review, asset refresh, test execution, or after making script/asset modifications.
When & Why to Use This Skill
The Unity Editor Operations skill enables seamless integration between Claude and the Unity Editor via the unity-mcp-client. It empowers developers to automate complex game development workflows, including real-time build verification, console log analysis, and scene hierarchy manipulation. By providing a bridge to the Unity environment, this skill facilitates rapid debugging, automated testing, and efficient asset management directly through natural language commands, significantly reducing context switching for game developers.
Use Cases
- Automated Debugging: Automatically retrieve and analyze Unity console errors or warnings after script modifications to identify and fix bugs instantly.
- Build Verification: Run comprehensive project validations (refresh, clear, and verify) to ensure the project compiles correctly after pulling updates or editing .asmdef files.
- Scene & Object Manipulation: Create, find, or modify GameObjects and materials using text commands, streamlining the process of setting up scenes or prototyping levels.
- Test Execution: Trigger EditMode and PlayMode tests directly from the chat interface to validate game logic and maintain high code quality.
- Play Mode Management: Control the Unity Editor's play state and monitor real-time logs to debug runtime exceptions and performance issues.
| name | unity-editor |
|---|---|
| description | Unity Editor operations via unity-mcp-client CLI. Handles build verification, console logs, tests, scene/object manipulation. Use after script edits or for debugging. |
| - Bash(uvx | *) |
| context | fork |
| agent | general-purpose |
| - matcher | "Bash" |
| - type | command |
| command | "uvx --from git+https://github.com/bigdra50/unity-mcp-client unity-mcp console --types error --count 5 2>/dev/null || true" |
| once | true |
Unity Editor Operations
Quick Reference
# Define alias for brevity (all examples below use this)
alias umcp='uvx --from git+https://github.com/bigdra50/unity-mcp-client unity-mcp'
Commands Overview
| Command | Purpose |
|---|---|
verify |
Full validation (refresh→clear→wait→console) |
refresh |
Refresh asset database |
state |
Get editor state (isCompiling, isPlaying) |
console |
Get console logs |
clear |
Clear console |
play / stop |
Enter/Exit Play Mode |
tests <mode> |
Run tests (EditMode/PlayMode) |
config |
Show/initialize configuration |
scene <action> |
Scene operations |
gameobject <action> |
GameObject operations |
material <action> |
Material operations |
See references/mcp-commands.md for detailed options.
Global Options
| Option | Description | Default |
|---|---|---|
--port |
MCP server port | Auto-detect (macOS) |
--host |
MCP server host | localhost |
--timeout |
Max wait for compilation (verify) | 5s |
--connection-timeout |
TCP connection timeout (verify) | 30s |
--retry |
Max connection retry attempts (verify) | 3 |
--types |
Log types (error, warning, log) | error warning |
--count |
Number of logs to retrieve | 20 |
Core Workflows
1. Build Verification (Post-Edit)
After editing C# scripts, shaders, or .asmdef files:
umcp verify # Standard verification
umcp verify --timeout 120 # Extended timeout for large projects
umcp verify --types error warning log # Include all log types
Workflow:
Edit Script → verify → Fix if Errors → Repeat
2. Console Log Analysis
umcp console --types error # Errors only
umcp console # Errors and warnings (default)
umcp console --types error warning log --count 50 # All logs
3. Test Execution
umcp tests EditMode # Run EditMode tests
umcp tests PlayMode # Run PlayMode tests
4. Configuration
umcp config # Show current configuration
umcp config init # Generate .unity-mcp.toml
umcp config init --output my.toml # Custom output path
umcp config init --force # Overwrite existing
5. Scene Operations
umcp scene active # Get active scene info
umcp scene hierarchy # Get scene hierarchy
umcp scene build-settings # Get scenes in build
umcp scene load --name MainScene # Load by name
umcp scene load --path Assets/Scenes/Level1.unity
umcp scene load --build-index 0 # Load by build index
umcp scene save # Save current scene
umcp scene create --name NewScene --path Assets/Scenes
6. GameObject Operations
umcp gameobject find "Main Camera"
umcp gameobject create --name "MyCube" --primitive Cube --position 0,1,0
umcp gameobject modify --name "MyCube" --position 5,0,0 --rotation 0,45,0
umcp gameobject delete --name "MyCube"
Options: --name, --primitive, --position, --rotation, --scale, --parent, --search-method
7. Material Operations
umcp material info --path Assets/Materials/Default.mat
umcp material create --path Assets/Materials/New.mat --shader Standard
umcp material set-color --path Assets/Materials/New.mat --color 1,0,0,1
umcp material assign --path Assets/Materials/New.mat --target "MyCube"
8. Play Mode Control
umcp play # Enter Play Mode
umcp stop # Exit Play Mode
umcp state # Check current state
Error Resolution
| Error Type | Identification | Priority |
|---|---|---|
| Compilation (CS####) | CS error codes | Critical |
| Assembly Reference | Missing .asmdef refs | Critical |
| Runtime Exception | NullReference, Missing | High |
| Deprecation Warning | Obsolete API usage | Medium |
Process:
- Parse error message (file/line/type)
- Classify (compilation vs runtime)
- Apply targeted fix
- Run
verifyto confirm - Iterate until resolved
After 3 failed attempts, ask user for guidance.
Troubleshooting
Connection Failures:
- Verify Unity Editor is running
- Check Tools → MCP for Unity → Settings
- Use
--retryfor transient failures - Try
--port 6400if auto-detection fails
Timeout Issues:
- Increase:
--timeout 120 --connection-timeout 60 - Check Unity for blocking dialogs
Usage Triggers
Use this skill when:
- User reports Unity errors or compilation problems
- After script or asset modifications
- User requests log analysis or debugging
- Before running Unity tests
- Scene or GameObject operations needed