| name | unity-script |
| description | Create, read and analyze C# scripts |
Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
Triggers
- 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
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;本模块没有可 grant 的写型 skill —— 每一个写型 skill 都命中下一条的自动拦截,grant 只会再返一次 MODE_FORBIDDEN。
- Auto / Bypass: SemiAuto 与(Bypass 下的)写型 skill 直接执行。
- 本模块全部 7 个写型 skill 都是 Delete / Reload 类高危:
script_create / script_create_batch / script_replace / script_append / script_rename / script_move / script_delete 均标 MayTriggerReload = true + RiskLevel = "high"(落盘 .cs 必然触发 Domain Reload),script_delete 另标 SkillOperation.Delete —— 这些 skill 被 IsForbiddenInSemi 静态拦截,在 Approval 和 Auto 下都返 MODE_FORBIDDEN,仅 Bypass 或 Allowlist 命中可执行,不要尝试 grant 流程。
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_list - List C# script files under a folder
script_get_info - Read class name, base class, public methods/fields
script_delete - Delete script
script_find_in_file - Search in scripts
script_append - Append content to script
script_replace - Find and replace inside one script (plain text or regex)
script_rename - Rename a script file in place
script_move - Move a script to another folder; a missing destination folder is created automatically
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
unity_skills.call_skill("script_create", scriptName="PlayerController", folder="Assets/Scripts/Player")
unity_skills.call_skill("script_create", scriptName="EnemyAI", folder="Assets/Scripts/Enemy")
unity_skills.call_skill("script_create", scriptName="GameManager", folder="Assets/Scripts/Core")
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"}
])
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)
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
- Use templates for correct base class
- Wait for compilation after creating scripts
- After script edits, call
script_get_compile_feedback and fix reported errors
- Use regex search for complex patterns
- 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. Created (and registered in AssetDatabase) automatically if missing. |
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.
Common Errors
Full transport-level codes (COMPILING/RATE_LIMIT etc.) → ../../references/protocol-error-codes.md
| Error | Trigger | Fix |
|---|
MISSING_PARAM | A required parameter is missing, such as scriptName in script_create or pattern in script_find_in_file. | Supply the parameter named in the error; use mode=dryRun to see the schema. |
SEMANTIC_INVALID | The input violates a naming/path rule, such as scriptName must not contain path separators, newName must not contain path separators, or the script already exists. | Remove path separators, choose a unique name, or rename/move the existing file first. |
TARGET_NOT_FOUND | The script file, MonoScript, or target directory could not be found. | Verify the path with asset_find or script_list, then retry with the correct scriptPath. |
SKILL_ERROR | A filesystem operation failed, such as Failed to delete script or an AssetDatabase move/rename error. | Read the error details, resolve the underlying file/AssetDatabase issue, and retry. |