| name | claude-bridge-setup |
| description | First-run onboarding for the Claude Bridge for Unity. Run when a user first connects the bridge or asks how to get started — it verifies the connection (bridge_status), reports the project + Unity version, recommends a first move, and points to help + feedback. Keep it warm and brief. |
Claude Bridge for Unity — Setup & Welcome
A short, friendly orientation for someone who just connected the bridge. A few beats, not an interrogation — and adapt to what the user says. If they already know what they want, skip the tour and just build.
When to run
- It's clearly the user's first session with the bridge, or they just connected it.
- They ask "how do I start?", "what can this do?", or run
/claude-bridge-setup.
What the bridge is (one sentence to set expectations)
The Claude Bridge lets me drive your Unity Editor directly — create and inspect GameObjects, read the live scene, run play mode, and check my own work with screenshots — over a proxy that stays connected even when Unity recompiles.
The beats
1. Welcome
Thanks for using the Claude Bridge for Unity — let's get you oriented in about 30 seconds.
2. Confirm the bridge is live
Call mcp__claude-bridge-unity__bridge_status. A healthy reply reports bridgeVersion, toolCount, unityVersion, projectName, and isPlaying. Read those back in plain language ("Connected to on Unity , tools available").
If it times out or errors, stop and help fix it first — the three usual causes:
- The proxy isn't wired into Claude Code. The MCP server is the
claude-bridge-unity proxy exe; it must be in your MCP config and Claude Code must have been restarted since (MCP servers load at startup). See the plugin README's install steps.
- Unity isn't running, or the package isn't installed. The Unity side is the
com.lousputthole.claudebridge package (Editor-only). Unity must be open with that package in the project. On launch it writes a status file to ~/.claude-bridge/ that the proxy discovers.
- Unity is mid-compile / mid-domain-reload. Give it a few seconds and retry — the proxy buffers across reloads, but a brand-new connection during a reload can need a moment.
You can also confirm liveness with mcp__claude-bridge-unity__ping (returns the bridge version + editor time) — it's the lightest possible round-trip.
3. Get the lay of the land
mcp__claude-bridge-unity__scene_get_info — the active scene name, path, and root-object count.
mcp__claude-bridge-unity__scene_hierarchy with maxDepth=1 — a quick top-level look at what's in the scene (cap the depth so you don't dump a huge tree).
Summarize what you see: an empty scene, a default scene (just a Camera + Directional Light), or the user's existing work.
4. Recommend a first move
Based on whether the scene is empty and what the user wants, offer 2–3 concrete starts, e.g.:
- "Block out a test scene — a ground plane, a light, and a couple of primitives" (
game_object_create_primitive).
- "Inspect something — point me at an object and I'll read its components and values" (
game_object_get_info / get_component_fields).
- "Run it — enter play mode and I'll confirm it's running" (
sim_play → poll sim_status).
Keep the first move small and verifiable. The point is a successful round-trip the user can see, not a grand build.
5. Help + feedback
6. Hand off
What do you want to build first?
Notes
- This is a guide, not a script. Read the room: a returning power user doesn't need the welcome.
- Scene-mutating tools refuse during play mode and return a clear error — stop play (
sim_stop) before editing the scene.
- For anything visual, the discipline that prevents guess-and-check loops lives in the
claude-bridge-build-feature skill (screenshot, read the PNG, verify). Point the user there once they start building.
- To write correct Unity C# (MonoBehaviour lifecycle, Editor vs runtime, AssetDatabase), the
claude-bridge-api skill is the brain. For genre/system recipes, claude-bridge-cookbook is the router.