About unity-script
unity-script is a set of skills for managing Unity C# scripts, aimed at developers authoring, inspecting, or refactoring code. It also returns compile diagnostics after writes.
Key features
- 01Create individual or batch scripts
- 02Replace or append script content
- 03Rename, move, and delete scripts
- 04Read scripts and search their contents
- 05Retrieve compile feedback
Use cases
- 01Add script files to a Unity project
- 02Search code across scripts
- 03Change script content or file layout
- 04Check compile errors and their locations
MCP support
MCP clients can call these skills to read and edit C# scripts in a Unity project and retrieve compile diagnostics.
Install
Copy the command and run it in a terminal.
npx skills add https:/ / github.com/ besty0728/ unity-skills --skill unity-scriptAfter installing, type/unity-scriptin Claude Code to confirm it loaded.
Bundled files
References and scripts installed along with SKILL.md.
reference/script_append.mdscript_create_batch.mdscript_create.mdscript_delete.mdscript_find_in_file.mdscript_get_compile_feedback.mdscript_get_info.mdscript_list.mdscript_move.mdscript_read.mdscript_rename.mdscript_replace.mdDetails
From the project READMETriggers
- Authoring or editing C# code
- Searching across scripts
- Refactoring file layout
- Checking compile errors
- 编写或编辑 C# 代码、跨脚本搜索、重构文件布局、检查编译错误
Unity Script Skills
Create, edit, move and inspect C# scripts and get their compile result. Parameters come from the schema (recommend includeSchema=true or /skills/schema?names=), which notes the non-obvious ones — never from a skill's name. Execution and dryRun rules: root SKILL.md.
Operating Mode
Read-only SemiAuto skills run directly in every mode: script_read, script_list, script_find_in_file, script_get_info, script_get_compile_feedback. All 7 writers — script_create, script_create_batch, script_replace, script_append, script_rename, script_move, script_delete — are MayTriggerReload + RiskLevel:"high" (a written .cs reloads the domain; script_delete is also Delete), so they are NeverInSemi: Approval and Auto return MODE_FORBIDDEN, and only Bypass or an Allowlist hit runs them. Never request a grant for them → operating mode.
Compile and reload
- Every write returns at once:
{success, status: "accepted", path, jobId, waitUrl, serverAvailability}; compilation follows, and the server is briefly unreachable during the domain reload. - One call gets the compile result: GET the returned
waitUrl(/jobs/<jobId>?wait=90), e.g.curl -s --retry 20 --retry-connrefused --retry-all-errors --retry-delay 2 "http://localhost:<port>/jobs/<jobId>?wait=90". It answers once compilation settles: jobstatuscompleted, orfailedon compile errors, with diagnostics inresultData.compilation(isCompiling,hasErrors,errorCount,errors: [{type, message, file, line}]). During the reload it may refuse or return503: repeat the same URL;waitTimedOut: truemeans GET it again. script_get_compile_feedback(scriptPath)returns the same diagnostics on demand. Fix errors first:component_addfinds a new MonoBehaviour only after a clean compile.checkCompile: falseskips the diagnostics;diagnosticLimitcaps them (default 20).
Shared rules
scriptNameis the file and class name, without.csor path separators. Paths (folder,scriptPath,newFolder) are project-relative, starting withAssets/orPackages/; a missing folder is created. An existing file is never overwritten (Script already exists).script_createwritescontentverbatim when given (thentemplate/namespaceNameare ignored, with a warning); otherwise it fills a template —MonoBehaviour(default),ScriptableObject,Editor,EditorWindow(the last two default toAssets/Editor) — wrapped innamespaceNameif set. Any other bare name is rejected (validValueslists these four); text containing code stays a literal template with{CLASS}/{NAMESPACE}filled, but usecontentfor custom classes. A MonoBehaviour or ScriptableObject binds to its file only when the class name equals the file name; content declaring no such type gets a warning.- 2+ new scripts →
script_create_batch: one domain reload instead of N.
Skills Overview
- Write:
script_create,script_create_batch,script_replace(find/replace, plain or regex),script_append(insert lines),script_rename(file only; the class inside is not renamed),script_move(creates the destination folder),script_delete. - Read:
script_read,script_list,script_find_in_file(plain or regex, per line),script_get_info(class, base class, public members),script_get_compile_feedback.
Per-skill tables and return shapes: reference/<skill_name>.md — rarely needed, the schema notes the parameters.
DO NOT (common hallucinations):
script_edit/script_updatedo not exist → usescript_replacefor find-and-replacescript_writedoes not exist → usescript_create(new file) orscript_replace(modify existing)
Elsewhere: API analysis of a compiled script → script_analyze (perception).
Exact Signatures
Names, parameters, defaults and required flags come from GET /skills/schema?category=Script (or ?names=a,b), not this file.
Common Errors
| Error | Trigger → fix |
|---|---|
MISSING_PARAM | e.g. scriptName, pattern, find, newName → supply it; the error (or a dryRun) lists all parameters. |
SEMANTIC_INVALID | Path separators in scriptName / newName, a path outside Assets/ / Packages/, or the script already exists → fix the name or path, or rename/move the existing file. |
TARGET_NOT_FOUND | Script, MonoScript or folder missing → find the right scriptPath with script_list / asset_find. |
SKILL_ERROR | A filesystem or AssetDatabase move/rename/delete failed → read the message, resolve it, retry. |
Transport codes (COMPILING, RATE_LIMIT, ...) → error codes.