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rachitkumarrastogi/unity-mcp-server

SkillsMP has collected 39 skills from rachitkumarrastogi/unity-mcp-server. Open a skill to review its source and details.

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skills collected
39
GitHub stars
5
GitHub forks
3

Skills in this repository

Showing 39 of 39 collected skills.

occupation
Software Developers
description

Use for 2D art pipelines: sprite atlases, sprite-mode textures, tilemaps, and import settings (PPU, maxSize).

updated
occupation
Software Developers
description

Use to audit a Unity project's AI/ML stack: packages, models, scripts, configs, and release risks. Start here for "what AI does this game use?"

updated
occupation
Software Developers
description

Use for Animator Controllers: states, transitions, clips, avatar masks, override controllers, and Timeline playables.

updated
occupation
Software Developers
description

Use to audit Cinemachine / camera rigs: package presence, virtual cameras, and prefab usage (Unity 6 productivity / storytelling stack).

updated
occupation
Software Developers
description

Use for Addressables groups, remote vs local content, localization tables, and shipping catalogs without bloating the player.

updated
occupation
Software Developers
description

Use when prefabs/scenes show Missing Script or pink materials: triage broken script and asset GUID references and decide fix order.

updated
occupation
Software Developers
description

Use when auditing Unity Localization: Locale assets, string tables, and package setup for multi-language shipping.

updated
occupation
Software Developers
description

Use for Unity audio clips/mixers and middleware: FMOD banks and Wwise soundbanks / project paths.

updated
occupation
Software Developers
description

Use for asmdef architecture: assembly graph, cycles, execution order, scripting defines, and which assembly owns a script path.

updated
occupation
Software Developers
description

Use to inspect Unity CI: GitHub Actions workflows, Jenkins, Unity Cloud Build, Git LFS, and Plastic SCM project config.

updated
occupation
Software Developers
description

Use for Unity Input: legacy InputManager axes and New Input System .inputactions action maps, bindings, and player controls.

updated
occupation
Software Developers
description

Use for Adaptive Performance and Project Auditor: thermal/bottleneck scalers and static project health (Unity 6.4–6.5 optimization story).

updated
occupation
Software Developers
description

Use for a Unity 6 platform pass: Android/WebGL/iOS PlayerSettings snippets, scripting backends, and platform packages (foldables, Web threads, etc.).

updated
occupation
Software Developers
description

Use to understand prefab structure: variants, dependencies, components, scripts, and impact analysis before refactors.

updated
occupation
Software Developers
description

Use when auditing Unity Accessibility: screen readers, AccessibilityNode, AssistiveSupport (desktop Narrator/VoiceOver support from Unity 6.3+).

updated
occupation
Software Developers
description

Use for Unity 6 Build Profiles: per-profile scenes, scripting defines, and Player/Quality overrides instead of a single classic build settings list.

updated
occupation
Software Developers
description

Use to audit Unity physics: classic 3D/2D modules, Unity Physics (ECS), and Physics Core 2D (Unity 6.3–6.5).

updated
occupation
Software Developers
description

Use before shipping a Unity build: version, build scenes, broken refs, assembly cycles, large assets, changelog, and package health.

updated
occupation
Software Developers
description

Use when assessing Built-in Render Pipeline vs URP/HDRP. BIRP is deprecated in Unity 6.5 and will be obsolete after 6.7 LTS.

updated
occupation
Software Developers
description

Use to audit URP/HDRP: pipeline assets, volume profiles, shaders, Shader Graphs, VFX Graphs, and lighting settings assets.

updated
occupation
Software Quality Assurance Analysts & Testers
description

Use for QA scene coverage: build scenes, tags, components, prefabs, test assemblies, and release blockers.

updated
occupation
Software Developers
description

Use for Unity scene exploration the way developers work in the Editor: build list, all scenes, hierarchy, components, lighting, then broken refs.

updated
occupation
Software Developers
description

Use to inventory ads and crash/analytics SDKs: Unity Ads, AdMob, ironSource, Sentry, Crashlytics, BugSnag, Unity Analytics.

updated
occupation
Software Developers
description

Use for Firebase on Unity mobile: google-services.json, GoogleService-Info.plist, project ID discovery (paths only; no secret dumping).

updated
occupation
Software Developers
description

Use to audit Unity multiplayer: Netcode for GameObjects, Transport, Relay/Lobby, or third-party stacks (Mirror, FishNet, Photon).

updated
occupation
Software Developers
description

Use when integrating or auditing PlayFab: title ID, config assets, and related package presence.

updated
occupation
Software Developers
description

Use for Steamworks and Discord SDK presence in a Unity project: app ID file, plugin folders, and related scripts.

updated
occupation
Software Developers
description

Use when auditing Unity Gaming Services: Authentication, Cloud Code, Economy, Cloud Save, Remote Config, and Unity Connect project linkage.

updated
occupation
Software Developers
description

Use for UI Toolkit (UXML/USS) and TextMeshPro: documents, fonts, TMP settings, and UI-related assets.

updated
occupation
Software Developers
description

Use when adding LLM/chat/RAG features to a Unity game or tool: API keys, prompt assets, safety, latency, and server-side vs client-side calls.

updated
occupation
Software Developers
description

Use when working on Unity ML-Agents: training configs, BehaviorParameters, sensors, actuators, inference in builds, or com.unity.ml-agents packages.

updated
occupation
Software Developers
description

Use for on-device or server inference that is not tied to one vendor model: ONNX Runtime, Sentis, Barracuda legacy, custom .onnx/.tflite/.pb assets, and swapping models without rewriting gameplay code.

updated
occupation
Software Developers
description

Use for NavMesh, AI Navigation package, NavMeshAgent, NPC pathfinding, off-mesh links, or gameplay AI movement (non-ML).

updated
occupation
Software Developers
description

Use when integrating ONNX/Sentis/Unity Inference in Unity: model assets, IWorker, runtime performance, or com.unity.sentis packages.

updated
occupation
Software Developers
description

Use to shrink player/install size: estimate build weight, find large assets, textures, Addressables, and unused or oversized content.

updated
occupation
Software Developers
description

Use to find memory/disk pressure from assets: large files, textures, audio, video, ML models, and Addressables that should be remote.

updated
occupation
Software Developers
description

Use for runtime performance triage from the project filesystem: quality tiers, graphics/URP-HDRP settings, lighting, large assets, scene complexity proxies, and build-size hotspots (no Editor Profiler required).

updated
occupation
Software Developers
description

Use for DOTS/ECS packaging: .subscene assets, related packages, and how content splits from classic scenes.

updated
occupation
Software Developers
description

Use to audit XR/VR setup: XR settings assets, related packages, scenes, and input/action assets for headsets.

updated
Showing 39 of 39 collected skills.